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    posted a message on [256x,128x] Faerielight 1.7.X - A Photo-realism HD Texture Pack - Updated June 25th - New and improved textures + CTM windows -
    Quote from himan123cat

    I like it all except the redstone
    As has been noted in the past, the redstone circuitry has been artistically crafted to mesh well with planned RedPower2 texturing.
    Also please try to be more specific about what exactly isn't liked and why, emphasis on "why" here. There is a BIG difference between constructive criticism and just being negative.
    Posted in: Resource Packs
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    posted a message on Dispenser failure (bug/glitch)
    Not sure if anyone else is encountering this as of yet, any related posts I found were outdated so making a new thread.

    Basic issue: Dispensers are randomly failing to activate when powered by redstone.

    Specifics: This applies only to specific dispensers in a rather complex redstone configuration. All dispensers are being activated with a full 10 ticks of constant power. Specific dispensers in positions next to others that have been confirmed as receiving power (tested with lamp blocks). Some of which are even powering dispensers next to them due to a repeater applying direct power to them, the one powering fails and the rest connected activate. An example would be a three dispenser tall wall extending ten dispensers wide all facing out with a line of repeaters down the middle behind them all getting power. Specific dispensers will only activate once out of every 5-10 attempts, and when one of these failing dispensers does activate, the rest will too. I know some of that likely sounds redundant, but I am trying to be as specific as possible.

    Unmodded 1.5.2
    Latest Java 7 update.
    Posted in: Java Edition Support
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    posted a message on [256x,128x] Faerielight 1.7.X - A Photo-realism HD Texture Pack - Updated June 25th - New and improved textures + CTM windows -
    Quote from UnspunReality

    Im unsure if its this texture pack however, or biomes o plenty. But I dont have textures for the fire bush things in desert nor the flowers below silverwood trees. It actually gives me a white box saying missing texture for those two objects in the world. Im guessing those are animated and only viewable with optifine or something wrong with BoP.
    Any chance of a screenshot or the in-game item names? I'm in a desert biome for Biome's O Plenty and I'm not seeing any sort of 'fire bush' around. Likewise for the Silverwood Flowers.
    Ideally, you would enter creative mode and middle-click the object to copy it into your inventory for their in-game name at the very least. I'm not finding a burning bush item in the creative inventory or any other flora that's showing broken textures.
    I am testing your report using Modloader, Forge, Optifine, Rei's Minimap, and Biomes O' Plenty installed in that order. Please also provide a list of mods and their install order.
    Posted in: Resource Packs
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    posted a message on [256x,128x] Faerielight 1.7.X - A Photo-realism HD Texture Pack - Updated June 25th - New and improved textures + CTM windows -
    Quote from UnspunReality

    Question. Do we -need- optifine? I cant use it cause it screws up modular powersuits. =(
    No, you can use MCPatcher as well. However, depending on the compatibility between either MCPatcher/Optifine and w/e mod does 'modular powersuits' (which I have not seen/experienced), there are likely work-arounds. Have you tried using Magic Launcher to help identify incompatabilities?
    Posted in: Resource Packs
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    posted a message on [256x,128x] Faerielight 1.7.X - A Photo-realism HD Texture Pack - Updated June 25th - New and improved textures + CTM windows -
    Just thought I'ld share a little something for those curious about the hit you can expect from using the 256x256 pack compared to default.
    Default:
    Optifine + Faerielight:
    System specs (that matter):
    AMD 1100T @ 4GHz, Biostar TA990FXE, 16GB (2x8GB) 1600MHz GSkill Ares @ 4-4-4-12, EVGA GTX560ti-448core Ultra Classified @ 1GHz core 2300MHz VRAM.
    Posted in: Resource Packs
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    posted a message on [256x,128x] Faerielight 1.7.X - A Photo-realism HD Texture Pack - Updated June 25th - New and improved textures + CTM windows -
    Quote from Seedy_Slim

    Adfly redirect to Mediafire? Eh?!
    Adfly is used to support the artist and their work. Mediafire is used to store the texture pack and is ad-supported to maintain it's own servers. Yes there are better things out there, most of which require a subscription to use and don't run off ads. Frankly, I don't see the problem letting people have free use of things and support that usage with ads (that aren't annoying audio/video ads). If you thought adfly and mediafire both provide a small income for the artist, you're wrong. It's only adfly and it's a miniscule amount of money. If you don't want to go through adfly, there are clearly labeled direct links. If you wish to support the artist directly, please donate.
    Posted in: Resource Packs
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    posted a message on [256x,128x] Faerielight 1.7.X - A Photo-realism HD Texture Pack - Updated June 25th - New and improved textures + CTM windows -
    Quote from jarrah

    Hi Develsaa,

    I love your texture pack and really like the fact you're very active on the forum, helping out with the various questions. :)

    I don't know if it's just me or my monitor, but I find that I'm squinting (or something like that) in dark areas of the game as I struggle to see what's happening on the screen. When I revert back to the default texture everything is suddenly much easier to see, so generally I think the textures might be a little dark.

    However I don't want to revert back to the 8-bit look, so is there a hack or something that will let me increase the overall brightness of the game? I know some mods let you see in the dark, but I'm after an overall increase in brightness as there's doesn't seem to be an option in the game.

    Thanks.
    Options> Video Options> Brightness> Move slider to the right.
    ^ Done this?
    Posted in: Resource Packs
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    posted a message on [256x,128x] Faerielight 1.7.X - A Photo-realism HD Texture Pack - Updated June 25th - New and improved textures + CTM windows -
    Quote from Develsaa

    That looks like you have anti-aliasing on in your graphics card. Go into your graphics card and disable anti aliasing for minecraft.

    The iron sword is turned wrong, that's on me, I need to fix it, however the rest I believe is your video card =)

    Edit // However - Taking a gander of the game, the lines in the snow are my fault, and I am uploading the fixed zip now =) Sorry about that!

    Fixed 64 - http://www.mediafire...6536i65039dzlwl
    Woops! Forgot about that. :3
    Yeah, forced AA will do this too without Optifine (any version with AA) and will still get the white outline in some cases. Driver/Java/Coding issues are annoying.
    Posted in: Resource Packs
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    posted a message on [256x,128x] Faerielight 1.7.X - A Photo-realism HD Texture Pack - Updated June 25th - New and improved textures + CTM windows -
    Quote from Vansalon

    All of the versions sort of glitch out for me. On 256x, the tall grass, flowers, etc, appear as blobs of color, and no item textures are changed, and on anything lower, the tall grass and flowers are sort of outlined in white, and the iron sword is held strangely. I have support for HD textures. (Through mcpatcher if that makes a difference)
    This sort of thing is rarely ever the texture pack but let's narrow things down: If you have any other mods, please list them. If you haven't tried to fix this with a clean install of minecraft and all mods, please do so. If the issue persists, please supply a screen shot.
    Edit: The install sequence and versions of of all respective mods helps too.
    Posted in: Resource Packs
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    posted a message on [256x,128x] Faerielight 1.7.X - A Photo-realism HD Texture Pack - Updated June 25th - New and improved textures + CTM windows -
    Quote from zerofury

    I have noticed some of the endermen have white block heads. and i am getting flames flickering all over the screen randomly, like torches. Not the kind on a block where when you forget to use MC patcher, but they jump and vanish all over everything.
    I have used MC patcher for 1.4.4, but am stil getting this, and some endermen with white block heads. going to try and grab a new pack, i think mine is updated but not sure.
    Our apologies for the immediate situation: Develsaa is currently under the weather. We are unable to investigate or resolve this issue at this time. (She knows more about it than me after all) Thank you for your patience and do keep us apprised of any other bugs glitches or issues that are a result of the latest update to Minecraft and MCPatcher.
    Posted in: Resource Packs
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    posted a message on [256x,128x] Faerielight 1.7.X - A Photo-realism HD Texture Pack - Updated June 25th - New and improved textures + CTM windows -
    Quote from Volusianus

    Just a minor bug report

    Problem: Paintings cause the game to run out of memory (however, the new crash support seems to recover quite well, so I can't really call it a crash).
    Steps to Reproduce: Place paintings on any block, look at placed paintings after applying the texture pack.
    Solution: ???

    Specs: Windows Vista 64bit,
    4GB RAM, 6GB VRAM,
    2.3 Ghz dual core Intel centrino 2 processor
    Java version 7.1
    Vanilla Minecraft 1.4.2
    MCPatcher 2.4.3 (downloaded latest version today.
    ATI Radeon HD 3670 Mobility graphics processing unit

    Additional notes: running the 256x256 pack.

    P.S. Sorry about all of the edits.
    No need to apologize for the edits, more information is ideal.
    Solution: Since you aren't really running out of Memory (just out of allocated memory) I'll recommend using a special launcher to launch with 2GB maximum or at leas 1.5GB allocated memory. I'ld like to recommend the Technic (set to vanilla and apply mods/packs to that) or Magic launchers, or at least a custom .bat file. Also, be sure to disable virtual memory in system settings.
    Posted in: Resource Packs
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    If it helps at this point, I'ld like to point out that through the Technic Launcher running Vanilla (post-modded with only this mod and modloader as instructed), the world generation is immediate as expected. Keeping in mind that the only viable thing changed here is the launcher, it's working instead of hanging on world generation. I will attest to one minor issue at initial spawn-in: I spawned in the Redwood Forest biome, and while it looked fine for the most part, the occasional 8x8x8 chunk of tree tops were missing with floating clusters of leaf blocks around the spaces. Rare, but may be relevant. Other than that, no other issues noticed in my time spent.
    Posted in: Minecraft Mods
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    posted a message on Biomes O' Plenty - Over 50 new biomes, with new trees, plants, mobs, and more!
    Quote from TDWP_FTW

    To Develsaa and RooksGambit99:

    Like I said before, you have the mod installed twice. Once in the jar (Which is where it's supposed to go), and once in /mods/. Remove it from the /mods/ folder, and you should be good to go.

    Quote from Jhoosier

    Hey, I was having the same problem as you and I think I've just figured it out. It's not to do with different versions of the official launcher or anything. Develsaa said something earlier that clued me in. If you have the Biomes O' Plenty mod sitting in the .minecraft/mods folder, try moving it to a different folder somewhere else. I set Magic Launcher to look in a different folder for where I've stored all my mods (well, all 3 of them so far) and it loads up just fine now.
    First of all, let me clarify something for those of the TL;DR generation. When reading detailed reports of bugs, glitches, and issues, it helps more to read every single word, grasp every detail, and expect the person is smart enough to know what the hell they are doing in the first place, much moreso than the quick little "Uh, your mod is crashing my game!" comments with no details. Anyone who read their posts in full would know they did not say at any point that they had the mod installed in both the mods folder and the .jar at the same time. They were both listing the changes they made in multiple tests. Show some respect or you and your mod will likely get none. Now allow me to detail my experience thus far.

    Testing this mod for a friend. Encountering different issues from them, but similar for a few others. As always I backup my existing .minecraft folder and reinstall fresh. With no other mods or texture packs installed, I start generating a new world. Game hangs on "Building Terrain" indefinitely. After about 5 minutes of staring at that screen, I check Task Manager and Resource Monitor for activity. Sure enough, it's doing something. One of my 1100T's cores averaging 50% usage and javaw.exe at the top of the memory/cpu usage with 16GB RAM available and 3.5GB of that in use. I let it sit there like that for another 5 minutes before being informed that others are experiencing the same issue and force-quitting javaw.exe in Task Manager. Restarted Minecraft while still watching Task Manager and Resource Monitor. Attempted to launch the 'new world' that was already there, and it again hangs on "Building Terrain." Rinse and repeat, deleting that world and creating a new one which still hangs. Next, taking into account one of your responders mentioned that Mojang had a new launcher, I tried it only to get the same hang. Checked that my Java was up-to-date, which it is. I'll be testing on the Technic Launcher, among others, in a moment and will repost if they have any success.
    Posted in: Minecraft Mods
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    posted a message on 256x256 textures, hardware required question :)
    Texture pack size has little or no effect on the overall performance of Minecraft barring two things: Dedicated graphics card and available texture memory. Personally I'm using a now 5y/o ASUS M4A79 Deluxe workstation/desktop motherboard which comes with about 3GB of shared video memory and I have another 1.28GB on my 560ti on top of that. Texture memory usage that goes beyond your available is sent to your system RAM and makes the video extremely choppy and even unplayable in some cases. Depending on the resolution you intend to run Minecraft at as well as the view distance you want, you could expect no more than 2GB VRAM usage on a 256x256 texture pack. I will also attest to shared VRAM on the motherboard, while far faster than allocating to system RAM, is always slower than dedicated GPU VRAM. So even I notice a small performance hit using 256x256 with far view and 1080p resolution. Yes, those new 2GB graphics cards that just launched this year look very nice right about now aye? Honestly an HD7850 or GTX660 or their respective betters will do anyone just fine.

    As far as the rest of system specs go, the texture pack size has little effect on how much system RAM the game uses. Say by default the game uses 256MB system RAM and you add a Texture Pack that is about 100MB in size. Then you could expect your system RAM usage to increase by the same 100MB estimated, unless your VRAM is being overfilled. This factor applies to modding as well since that's the major source of system RAM usage in Minecraft, often jumping the game up to 2 and even 3GB of RAM needed.
    Posted in: Resource Pack Discussion
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    posted a message on Texture packs, gone downhill?
    As popular some long-standing texture packs are right now - Dokucraft, LB Photo, Sphax, among others - there are some new ones that stand out. One particular example is Faerielight. The creator has been working pretty much full-time hours on their pack for over a year, launched it little over a month ago, and already has over 20k downloads and was voted texture pack of the week by the Texture Artist Union right after joining them.

    Now that I've got the objective and unbiased information out of the way, time for some bias and subjective opinion: I love Faerielight, and will use nothing else. It's just too magical and full of life. It feels like it has a soul of it's own. :)
    Posted in: Resource Pack Discussion
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