• 0

    posted a message on Mega Man Legends Texture Mod (RELEASED)
    Quote from Saber Mage »
    Quote from SBKT »
    Did you forget about custom server applications? I know one that ran 512 x 512, and I think some people go to 1024. Even then, there's the ability to add mulitple maps, where going through one 'corridor' would take you to a new map via portal, which is really a still water block with an extra effect in creative.


    I knew of custom servers, but didn't know that they had custom map sizes as well. I didn't know about the ability to portal to other maps, wish I had known about it haha. I never actually used a custom server myself, obviously, only the official one.

    @betasword: Heheh cool. 'Tis too bad that colored cloth blocks no longer exist. So, did you try to pull off Clozer Gate at all? And as for the entrances/exits, did you just have them leading to the surface as it was in the world?


    Alas, I never got around to actually building Clozer. I believe I did have it at least mapped out and everything, and if I recall, it would've been the lowest point on the map. As far as the entrances and exits, I had them marked with green cloth, but didn't actually have them built or anything yet. I had built parts of the ruins a few times in old multiplayer creative servers, and those actually did have the proper entrances and stuff, but other than that, nope.

    And as far as the Apple Market thing goes, I figure a video might show it off better, so...
    Posted in: Resource Packs
  • 0

    posted a message on Mega Man Legends Texture Mod (RELEASED)
    Quote from Saber Mage »
    Quote from betasword »
    I based them off the actual ingame maps, along side the actual game itself. So they're properly scaled for the most part, though they may be taller overall, due to how Minecraft's blocks are. As far as size is concerned, overall, it's 339x402x52. So, at the moment, not taking into account Clozer, the entire thing could theoretically fit underground in an Alpha map.

    ...And now I may have a new goal... Damnit.

    Edit: The actual size without an extra area that I had built on of my own accord would be 232x402x52. Just thought I'd clear that up.


    =P Does that include the above-ground areas such as Kattleox, with Uptown and everything? And the Sub-Gates? And the large lake/water area? Haha.

    For some reason I thought Classic maps were limited to 256x256 horizontally, hm. Anyway, if we/you/anyone is to embark on recreating Kattleox Island, I'd personally recommend that we/they wait until this pack is released. So as to choose the optimal blocks to use for building everything =P.


    All I had was the ruins. Basically, everything underground, except Clozer. And all properly connected, too! No space issues there. I never got on to doing the above ground stuff, as unlike the underground, most of the above ground stuff didn't work itself out on a convenient grid. That's what made converting the underground stuff easy. It's all based on a grid. Who knows, though. Once this texture pack is finished, I may just start doing that.

    ...And then my memory refreshes itself, and I'm reminded of the fact that I built the entirety of Apple Market, including the insides of all the stores as well. In fact...


    Alas, the lack of colored clothes means this probably wouldn't work too well in Alpha. But meh.
    Posted in: Resource Packs
  • 0

    posted a message on Mega Man Legends Texture Mod (RELEASED)
    Quote from Saber Mage »
    Quote from betasword »
    I actually did once map out the ruins. And yeah, going by the exact game maps, some of them would actually occupy the same physical space. However, this can be gotten around lengthening some of the areas where, in the game, you it loaded a new area. That probably makes no sense whatsoever, but yeah.

    In fact, I actually have a large portion of the ruins already built, from way back in the day. Looks like the only portion I didn't have completed was the Clozer Gate. And that's only because that one is the worst offender in spatial occupancy. Other than that, I've got all the ruins. All of them. Now, if only I could get MCEdit to work, I could actually insert it into an Alpha world, and see how everything would work then. Bah!


    Yeah, I know what you mean by lengthening the loading areas. You mean the theoretical space between doors you go through where the screen fades black before you're in a new place. Issues could also be potentially avoided by changing the height of elevators as necessary.

    So you have all ruins but Clozer Gate made in a Classic map? I'm kinda surprised you could fit it all within that limited horizontal map space. If you don't mind my asking, what maps did you reference to build them?


    I based them off the actual ingame maps, along side the actual game itself. So they're properly scaled for the most part, though they may be taller overall, due to how Minecraft's blocks are. As far as size is concerned, overall, it's 339x402x52. So, at the moment, not taking into account Clozer, the entire thing could theoretically fit underground in an Alpha map.

    ...And now I may have a new goal... Damnit.

    Edit: The actual size without an extra area that I had built on of my own accord would be 232x402x52. Just thought I'd clear that up.
    Posted in: Resource Packs
  • 0

    posted a message on Mega Man Legends Texture Mod (RELEASED)
    Quote from jacksterson »
    Whoah, aren't you the guy who had all the tiles ripped from epsxe? I actually sent you an e-mail asking if you could send me the textures?


    Check your PMs, bro. You might have a little surprise waiting there :smile.gif:
    Posted in: Resource Packs
  • 0

    posted a message on Mega Man Legends Texture Mod (RELEASED)
    Quote from Saber Mage »
    I'd do it. Who knows if we could get all the interconnected ruins' entrances to line up, though. I kinda doubt Capcom bothered to make that all legit, but maybe.

    We'd need some accurate maps to make sure we build everything to scale... Not sure how we'd go about that. Also, isn't this pack more strongly-based on Legends 2?

    Another suggestion for the mod, in case it hasn't been considered yet: replace the getting-hurt grunt with Trigger's hurt noise! =P


    I actually did once map out the ruins. And yeah, going by the exact game maps, some of them would actually occupy the same physical space. However, this can be gotten around lengthening some of the areas where, in the game, you it loaded a new area. That probably makes no sense whatsoever, but yeah.

    In fact, I actually have a large portion of the ruins already built, from way back in the day. Looks like the only portion I didn't have completed was the Clozer Gate. And that's only because that one is the worst offender in spatial occupancy. Other than that, I've got all the ruins. All of them. Now, if only I could get MCEdit to work, I could actually insert it into an Alpha world, and see how everything would work then. Bah!
    Posted in: Resource Packs
  • 0

    posted a message on Anaglyph mod.
    Those RealD glasses don't work with computers, and in fact, never can. They're made to work with certain types of movie theater screens only. Hate to break it to you, but red-blue glasses are the only way you're going to be getting 3D Minecraft anytime in the near future.

    Even with them, though, the angles appear to be somewhat off, as the two images for each eye actually converge, overlap, and pass each other when you get too close to something. It ends up making things look kinda... Weird, when they're up close.
    Posted in: Mods Discussion
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Ehh... Still getting the "CG ERROR: The file could not be read."

    RELEASE:  alpha44.1
    CWD: C:\Users\betasword\AppData\Roaming\.minecraft\MCEdit\MCEditData
    Parent Dir:  C:\Users\betasword\AppData\Roaming\.minecraft\MCEdit\MCEditData
    MCEdit.main()
    Double-buffered surface
    Display:  <Surface(800x600x32 SW)>
    MCEdit.glInit()
    Loading terrain textures...
    Loading PNG:  terrain-classic.png  size:  (256, 256) (262144 bytes)
    Metadata:  {'bitdepth': 8, 'interlace': 0, 'planes': 4, 'greyscale': False, 'alp
    ha': True, 'gamma': 0.45455000000000001, 'size': (256, 256)}
    
    Loading PNG:  terrain.png  size:  (256, 256) (262144 bytes)
    Metadata:  {'bitdepth': 8, 'interlace': 0, 'planes': 4, 'greyscale': False, 'alp
    ha': True, 'gamma': 0.45455000000000001, 'size': (256, 256)}
    
    MCRenderer()
    Generating block texture...
    MCCamera()
    FontRenderer()
    Font failure 0
    generateStars()
    3.62401441834e-06 0.999846389505
    EditorToolbar()
    Loading PNG:  char.png  size:  (64, 32) (8192 bytes)
    Metadata:  {'bitdepth': 8, 'interlace': 0, 'planes': 4, 'greyscale': False, 'alp
    ha': True, 'gamma': 0.45455000000000001, 'size': (64, 32)}
    
    Loading PNG:  char.png  size:  (64, 32) (8192 bytes)
    Metadata:  {'bitdepth': 8, 'interlace': 0, 'planes': 4, 'greyscale': False, 'alp
    ha': True, 'gamma': 0.45455000000000001, 'size': (64, 32)}
    
    saveConfig()
    Release: MCEdit-alpha44.1
    2010-09-07 14:16:50.172000
    An error has been found!  Please send the following to [email protected].
    Traceback (most recent call last):
      File "mcedit.py", line 5078, in main
      File "mcedit.py", line 2695, in main
      File "albow\root.pyo", line 91, in run
      File "albow\root.pyo", line 118, in run_modal
      File "albow\widget.pyo", line 695, in gl_draw_all
      File "albow\widget.pyo", line 695, in gl_draw_all
      File "albow\widget.pyo", line 695, in gl_draw_all
      File "albow\widget.pyo", line 709, in gl_draw_all
      File "OpenGL\error.pyo", line 208, in glCheckError
    GLError: GLError(
            err = 1280,
            description = 'invalid enumerant',
            baseOperation = glEnable,
            cArguments = (GL_BLEND,)
    )
    This info has also been logged to mcedit.log.
    Press ENTER to dismiss...


    Which really sucks, cause this is, as far as I'm aware, the only program that allows you to easily copy large chunks of area around in Alpha maps, which, to me, would be incredibly useful at the moment, to make building more train stations far easier and faster...
    Posted in: Minecraft Tools
  • 0

    posted a message on SMP problem fix
    Quote from Traviskolber »
    It doesn't matter what you do, the servers will lag, there is no point in even trying to connect, the game is unplayable in its current state.


    And now Notch is away for a few weeks, so we can't expect any fixes.


    Since when is Tuesday a few weeks? More like a few days.

    And I'm thinking some of the lag, at the moment, also depends on the server computer itself. After all, it's processing a lot more information for a lot more people than normal single player. It's potentially generating new land for quite a few people at the same time, and that can slow down a not-so-good computer pretty fast, hence, lag.
    Posted in: Alpha - Survival Multiplayer Discussion
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Quote from codewarrior »
    Does the same thing happen in alpha 19 or earlier?

    I'm not sure why it 's crashing on GL_BLEND there, since I use it in a lot of other places, too.


    Alpha_19 does indeed work, if that helps anything.
    Posted in: Minecraft Tools
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    Quote from codewarrior »
    Could you send me the entire contents of the command line window when it crashes?




    There ya go. Hope that helps some :iapprove:
    Posted in: Minecraft Tools
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    For the last several versions, MCEdit has been crashing right at startup for me. The log gives me this:
    Release: MCEdit-alpha26
    2010-07-31 23:25:08.253000
    An error has been found!  Please send the following to [email protected].
    Traceback (most recent call last):
      File "mcedit.py", line 4056, in main
      File "mcedit.py", line 2559, in main
      File "albow\root.pyo", line 88, in run
      File "albow\root.pyo", line 115, in run_modal
      File "albow\widget.pyo", line 686, in gl_draw_all
      File "albow\widget.pyo", line 686, in gl_draw_all
      File "albow\widget.pyo", line 686, in gl_draw_all
      File "albow\widget.pyo", line 700, in gl_draw_all
      File "OpenGL\error.pyo", line 208, in glCheckError
    GLError: GLError(
    	err = 1280,
    	description = 'invalid enumerant',
    	baseOperation = glEnable,
    	cArguments = (GL_BLEND,)
    )


    And the actual program tells me "CG ERROR: The file could not be read."

    Blargh, and I was looking forward to an attempt at importing a 512x512x64 /indev/ map into my current /alpha/ save...
    Posted in: Minecraft Tools
  • 0

    posted a message on A reason against infinite MP maps.
    When Notch does implement finite maps, I do hope he at least makes their limits quite a bit bigger than /indev/'s were. Even the 1600x1600 example he gave in the post is, to me at least, rather small. My current main map is already 2800x1488. And I still haven't even managed to totally circumnavigate the main body of land I've been on so far. I'm hoping for finite map limits of at least 4096x4096. That gives us a good 4Km² to work with. And considering the fact that I've got, at minimum, 4GB of RAM I can dedicate to a server, that means I'd probably set my player limit at around 128. And with that many people, I'm not even sure that 4096x4096 would be big enough... But I'm also big on exploring, so that could partly explain my reasoning.

    As for hacks, Notch has already stated that he's going to be cracking down on those as soon as they come to light. So personally, I'm not too worried about that.
    Posted in: Alpha - Survival Single Player
  • 0

    posted a message on MegaCraft [WIP]
    Care for some Megaman-based HUD stuff to go along with it?
    Posted in: Mods Discussion
  • 0

    posted a message on MCEdit: Minecraft World Editor (Now open source!)
    If this program will eventually allow me to import the entirety of my old /indev/ map into my current /infdev/ map, then I can totally get behind this. Though at the moment, it doesn't seem to want to load any /infdev/ maps at all. The program just hangs when I try to open them. No error messages or anything.
    Posted in: Minecraft Tools
  • 0

    posted a message on /game/ .exe issues, anyone?
    When I try to use the official client, I get this error:

          Bad video card drivers!      
          -----------------------      
    
    Minecraft was unable to start because it failed to find an accelerated OpenGL mode.
    This can usually be fixed by updating the video card drivers.
    
    
    
    --- BEGIN ERROR REPORT 7fe0271 --------
    Generated 6/30/10 10:34 PM
    
    Minecraft: Minecraft Infdev
    OS: Windows XP (x86) version 5.1
    Java: 1.6.0_19, Sun Microsystems Inc.
    VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
    LWJGL: 2.4.2
    [failed to get system properties]
    
    org.lwjgl.LWJGLException: Pixel format not accelerated
    	at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
    	at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
    	at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:185)
    	at org.lwjgl.opengl.Display.createWindow(Display.java:311)
    	at org.lwjgl.opengl.Display.create(Display.java:856)
    	at org.lwjgl.opengl.Display.create(Display.java:784)
    	at org.lwjgl.opengl.Display.create(Display.java:765)
    	at aw.a(SourceFile:188)
    	at aw.run(SourceFile:524)
    	at java.lang.Thread.run(Unknown Source)
    --- END ERROR REPORT cbf21ba5 ----------


    The odd thing is it works fine (albeit with a crappy framerate) on the browser version. At the moment, I'm trying it with a netbook with an Intel GMA 945.
    Posted in: Alpha - Survival Single Player
  • To post a comment, please .