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    Posts

    Recent Best Controversial
    • RE: What I manage to build with this modpack

      @GERMENSA It used to be a lot harder ;)

      Anyway, at first the pack is pretty hard when you’re just starting out. I have upgraded the starter/welcome kit for new users on the official server with better armour and a knockback sword to help with that. Here’s a tip: As long as you avoid mobs in general whenever possible you should be fine, oh and don’t try to rush it - it won’t get you far. As I’ve said before, treat the mods in CM as your tools rather than your tasks/objectives/goals. Use the tools provided to make your own goals - a great example of this is actually Vanilla - it has barely any content at all yet people find so much to do with it.

      posted in Builds
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      Paint_Ninja
    • RE: Carpenter's Blocks garage doors crashing everyone

      Please try to combine forum posts where possible next time ;) (edit your existing post if you want to add to it) so that you don’t give us all too many notifications

      posted in Support
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      Paint_Ninja
    • RE: Carpenter's Blocks garage doors crashing everyone

      @GERMENSA The main reason it’s like that is people don’t stay long enough when they first try it. You’ll be surprised how often we see people join the serv then leave 20 secs later solely because of the player count…

      posted in Support
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      Paint_Ninja
    • CM Screenshot contest

      Hellooooo!

      With CMv4.2 development underway, I thought it would be great if we could have a newer look to the menu system and wanted to get you involved, yes, you! Wouldn’t it be great if you could showcase your favourite bits of CM that you took pictures of yourself to anyone who starts up the game? Now’s your chance!

      I’m looking for screenshots of CM ingame that show what you love best. I personally will pick out some of my favourite entries and they’ll be in the new update.

      0_1467393690069_yourbghere.jpg

      Rules

      • Must be taken with CraftMine v4.1 Standard or Ultra edition with all settings on defaults, no additional mods
      • The HUD/GUI must be hidden (press F1 to toggle HUD/GUI visibility)
      • No jpgs, original untouched png screenshots please!

      .
      Tips

      • Dark-ish images look best on the menu system, bright colours don’t seem to blend well with the grunge border
      • Avoid a very busy image (e.g. lots of things all cramed into one screenshot)
      • If you’re trying to showcase a build, put it to the side of the image if possible as the middle will be partly obscured by the menu buttons and CM logo
      • If you get an error saying “Request entity too large” when trying to upload your image, upload it to somewhere like imgur or dropbox manually then copy the link to the image and paste it into your post
      posted in News & Announcements contest
      Paint_NinjaP
      Paint_Ninja
    • RE: Carpenter's Blocks garage doors crashing everyone

      @tmax_hand said in Carpenter's Blocks garage doors crashing everyone:

      or B, a better idea, All the people who have had this problem get Tp’d to spawn and (If possible) the individual chunk gets a rollback.

      I don’t have any special perms on the Steve’s Adventure Pack server, so unfortunately you’re going to have to wait until another admin is available to try that, sorry! Just hang tight and wait until someone else is available to help I guess.

      @GERMENSA said in Carpenter's Blocks garage doors crashing everyone:

      @tmax_hand Client side ? how it has to be a corrupted chunk. yes?

      If the server doesn’t crash when it loads the chunk with the erroring thing in it, it’s not a corrupted chunk - it’s a fatal client-side rendering issue that causes a crash.

      posted in Support
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      Paint_Ninja
    • RE: Carpenter's Blocks garage doors crashing everyone

      @germensa @tmax_hand As a server owner and author of a pack called “CraftMine v4” that has also had very rare occurances of corrupted chunks due to buggy mods, it is definitely not anyone’s fault if unintentional.

      No mod is perfectly made and unfortunately there is a rare chance that someone unintentionally finds a bug that causes chunk corruption and thus causes either client-side crashes when the client sees the erroring block or entity (usually during rendering) or worse, server-side causing the whole server to crash and automatically restart whenever a player loads the chunk the erroring entity/block/item/tile entity/whatever.

      posted in Support
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      Paint_Ninja
    • Introducing Spoucy: CraftMine just got a whole lot better for servers

      Who remembers the good 'ol days of Spoutcraft? You know… that wierd client some Vanilla servers recommended you to use because it allows the server to send mods to the client in realtime whilst still allowing Vanilla clients to connect?

      Note: If you’re in a hurry or already know about Spoutcraft, you can skip the “What happened to Spoutcraft?” and “What is Spoutcraft?” bits, they’re just there for people who want to have more context on what Spoutcraft is and how Spoucy is related to it.

      What happened to Spoutcraft?
      Spoutcraft eventually got abandoned a few years ago and it was simply because of the way its made. When the “new” Spoutcraft first came out, it was roughly the same time as Minecraft Forge started gaining traction and the plan was the mod developers would all develop “addons” and “plugins” for Spoutcraft (addons being client-side-only mods, plugins being server-side mods that could add client-side content) but unfortunately at the time devs ended up favouring Minecraft Forge instead because of its greater flexibility and faster updates to newer MC versions. Spoutcraft got discontinued when MC1.7 came out because the changes were too huge to do viably, with Spoutcraft being a single fully-fledged jar mod where all the code linked into eachother rather than being modular.

      What is Spoutcraft?
      Anyway, enough with the history lesson. Spoutcraft was amazing because it allowed server owners to make their own modpacks in a way except that the users didn’t need to download and install a modpack - they simply join the server and it works! When you wanna switch to a different server powered by Spoutcraft, you can just join that different server without needing to restart the game or launch a different modpack.

      What is Spoucy?
      Spoucy is a collection of both privately developed exclusive mods for CM and some barely-known public mods. Spoucy’s name comes from the phrase “Spoutcraft with saucy additions”. Together, they bring Spoutcraft functionality to CraftMine. This means that if you want a plain vanilla CraftMine server, you can still do that - but if you want to run a CraftMine server with additional mods like Thaumcraft for example, you can now do that without needing people to download a different modpack nor needing to reobtain permission for every mod in CM and probably illegally redistribute CM. This is HUGE for server owners!

      This is the first draft of this announcement. Functionality mentioned here may be inaccurate, incomplete or still in development. This feature is targeted to be released with CMv4.2 coming later this year

      posted in Hidden category
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      Paint_Ninja
    • RE: CraftMine v4

      @Nick said in CraftMine v4:

      Wow The Modpack looks very good paint_ninja Hope u can make it more awesome!
      …
      And all the sounds look so natural :)

      Thanks! :slight_smile:

      posted in Custom creations zone
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      Paint_Ninja
    • RE: i want to join the server but i dont know how.

      @KnightBifer Here’s the steps:

      1. Go to https://bit.ly/cmdownload
      2. Click “Install modpack” on the top right of the page

      If you want to manually find CM, that’s a piece of cake too:

      1. Open your Technic Launcher and go to the modpacks tab
      2. In the search box, put in “CraftMine” and click on the appropriate result (probably at the top of the search results)
      posted in Help & Support
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      Paint_Ninja
    • RE: Swift

      @Bent I’m not really involved much yet, but I have been watching and following development since 4 days after he first started. When I saw it at first I thought it was another one of those april fools jokes as well but checking the source code and seeing his first filed issue about how to compile it is what made me believe it’s real and wanting to get involved. In the last couple of weeks he’s done a lot - he’s set out a full timeline of all the ideas he has and what he’s working on atm, what’s planned, etc… as well as setup a Twitter account and actually starting work on texture rendering (when I came along he litterally only had code to make it start up with the game and load the PNGs into memory).

      Overtime I plan on stepping up my involvement in the project by offering him advice, more ideas and hopefully the Swift branding and mcmod info file, etc… Once some public compiles are out I’ll be a very frequent tester and report any issues as quick and detailed as possible and once the stable version’s out I’ll build upon it to further optimise the game (just like I do with CraftMine atm where I further optimise Optifine with custom default settings, add custom rendering hooks, implement new optimisations from scratch, make multiple optimisation mods compatible with eachother, and so on…)

      Marketing for this would be fantastic, especially if CM is one of the first to implement this new rendering engine with my custom further optimisations. :D

      posted in Hidden category
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      Paint_Ninja
    • RE: Swift

      @Bent Swift is currently heavily in development and at its early stages, so there’s not a great deal of detail yet. I posted about Swift in this hidden admin-only category so I could work on drafts of the post/announcement and then move this post to the public CM news category closer to the date.

      Swift is a really crazy idea that’ll do the same thing v4 did to sound - but to the visuals. CMv4 already looks unbelievably good but there’s still room for improvement and I want to replace the rendering engine entirely.

      With Swift, we’re working on rewriting the entire rendering engine from scratch in C++ using OpenGL4.5 rather than the current Java with OpenGL2.1 renderer in Vanilla (in CMv4, we use a Java rendering engine with mostly OpenGL2.1 as well, but we use OpenGL3.x for some shader functionality and lighting calculations). Originally we were going to rewrite it with Vulkan but due to its immaturity and it being a bit complex to use at the moment, we ended up going with OpenGL4.5.

      With an entirely new rendering engine based on a really modern graphics API, we’ll be able to leverage incredible features in modern GPUs which are currently being unused in MC and CM (when you’re using an old graphics library like OpenGL2.1, any graphical features you want to do that aren’t supported by the graphics library have to be done by the CPU, which explains why Minecraft in general is so heavily CPU-bound). It’s likely that we’ll see significant performance boosts with Swift compared to Optifine or even CMv4 Light (potentially 100-300fps increase, maybe more - it’ll be similar performance to the Minecraft Windows 10 Edition which I’m able to run way above 100fps with all video settings maxed out)

      Currently the project is being worked on by Matthew Sitton and the progress being made is at an amazing rate. It’s estimated to take around 6-10 months before we have a stable version and roughly 12-20 months until we have a version with full mod support. Swift will be based on Matthew Sitton’s open source work and will further optimise the game - just like Rapido+ or Optifine further optimises the current Vanilla Minecraft rendering engine.

      posted in Hidden category
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      Paint_Ninja
    • Swift

      0_1466867438517_swiftlogo-256x.png

      Introducing Swift - the tech behind CraftMine’s performance.

      Swift will revolutionise people’s expectations of Minecraft modpack performance. For the modpack industry in general, packs are currently expected to require up to 5 times more RAM than Vanilla and to run at significantly lower framerates on identical settings as well as much longer loading times. Swift is based on CraftMine’s performance optimisation bundle codenamed “Rapido+”, and further expands on the possibilities.

      posted in Hidden category
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      Paint_Ninja
    • RE: Playing Questions

      Why not get some friends to play CM with you? ;)

      posted in General discussion
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    • RE: CraftMine v4

      Thanks for the vid showcasing the spawn, Bent!

      Here’s an early technical demo of CraftMine’s “sense of atmosphere”, showcasing the new environmentally-aware sound engine during the development of v4:

      posted in Custom creations zone
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      Paint_Ninja
    • RE: Looking forward to SEUS v11.0

      Meanwhile I can’t wait to merge the coloured lighting code from SEUS v11 into CMv4 :P

      posted in Cafe Lame
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    • RE: Bad Connection

      @AndreSPL said: “It would help if you add OptiFine to the server and modpack”

      Just letting you know… You cannot add Optifine server-side as it only modifies client-side aspects and the internal server on singleplayer. ;)

      posted in Support
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      Paint_Ninja
    • RE: Modpack art

      Looks great but personally I wouldn’t include the main menu items (at the top of the image) in the modpack art. The slight 3D effect on the logo is also a subtle but welcome addition.

      posted in Chitchat
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      Paint_Ninja
    • CraftMine v4

      CraftMine logo
      The future is here.

      CraftMine has been in development since 2011 and publically available since late 2012 (on the Technic Launcher v3, before the Technic Platform was made public). It contains a lot of mods that have been modified or made exclusively for the pack, making it somewhat more unique than an average “generic modpack”.

      With CraftMine v4 we have focused on making the pack openly with anyone from our community being able to give us feedback, suggest new features and changes of any kind - even if there isn’t a mod for it yet… ;)

      We also have many exclusive features in CraftMine that aren’t found in most other packs, such as a custom sound engine that is aware of your surroundings, the type of block you step on and more, as well as a revamped smarter mob AI that means animals will attack you back if you attempt to kill them, zombies can chase you if you try to run away, etc…

      A lot of work has been put into immersion and gameplay, with the majority of the mods in the pack modified to remove features that may be confusing to new players who aren’t used to modpacks, add features, and change some. All of the textures in the pack are made in-house with contributions from our community welcome, and are in a style that’s aimed to be as close as Vanilla as possible.

      Oh, and a bonus feature is that by design the pack is forwards- and backwards- compatible as much as possible, allowing for older clients to play on newer servers, or vice-versa, whilst reducing the need for map resets in the process!

      Think of CraftMine as a hybrid between a modpack and a version of Mojang’s Vanilla Minecraft from the future. ;)

      Get CraftMine on the Technic Platform here: http://www.technicpack.net/modpack/craftmine.3370
      Join our official CraftMine server with the IP: craftmine.unitedworldminers.com

      posted in Custom creations zone vanilla+ adventure atmosphere stunning 1.7.10
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      Paint_Ninja
    • The official Minecraft Modding API (in a nutshell)

      I thought this was pretty funny - especially for those knowledged in Minecraft’s backends and modding APIs like Bukkit, Forge, Optifine, etc… :D

      posted in Cafe Lame
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      Paint_Ninja
    • RE: nice

      Hey, just a tip…

      Clicking the blue “Reply” button at the bottom of a thread allows you to reply to it. Could come in handy rather than making a whole new thread just to reply. ;)

      posted in Builds
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      Paint_Ninja
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