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icanttellyou

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Posts posted by icanttellyou


  1. 8 minutes ago, eatyourglory said:

    Error message:

    WARNING: The Carbon driver has not been ported to 64bits, and very few parts of Windows.Forms will work properly, or at all

    Don't use the GUI, use the command line executable from the terminal.


  2. 6 hours ago, Scratch_aGunner said:

    I was wondering if converting Java maps to a CC .cw file was possible. If it is, that's cool, if it isn't, that's fine. It'd just be cool to load random Java maps in CC, lol.

    ClassiCube can already load client .mine and server .dat worlds. To convert simply load the map and save it again as a .cw


  3. 7 minutes ago, catproto said:

    is it possible to self-host your own servers with playit.gg

    i don't think my router supports port forwarding

    It's not, as it's impossible to have a server listed on the server list with a custom IP provided by reverse proxy services like ngrok and playit. You're better off using a server host like eddynet or MCCH

    • Dumb 1

  4. 35 minutes ago, RonXTCdaBass said:

    Sorry!

    i really don´t know how to compile, recompile or whatever...

    Only the commands in the MCGalaxy ^^

    i tried in the cmd from Windoof with an plugin, and my PC freezed .  so i don´t need the Guns 😉 its not important for me.

    moreModels plugin is whats stressing me more ... 😞


     

      Hide contents

     

    its all not soo easy 😄 😄 😄

    More models is a client side plugin, and also ClassicalSharp is dead. If you want custom player models you use the custom models plugin

    • Dumb 1

  5. 5 minutes ago, RonXTCdaBass said:

    Hello again!

     

    i made a complete new Server ^^

    now with more Blocks and i found the plugin what made the errors. 🙂

    from the "classicube-thingys-main" the "guns plugin" ...

    now without this (not working) plugin, all seems fine ... i can shoot everything with the command /gun even without the plugin 🙂

    Now with Google translator ... my English is not enough. I have not yet been able to compile a plugin because my Windoof PC stopped when trying. I would like to be able to use more models, but none of the plugins I downloaded wants to work. Either the stuff for the Sharp ... or I would have to compil something that I have at all, or there is so much stuff in the ZIP, but none, or only very, very poor instructions that don't help me. Somehow nothing works for me from the "Moremodels-1.2.5" packages. And I don't understand how I should be a package for the Sharp in the server. Unfortunately my vocabulary is really poor.

    Do you have a link to the source code of the broken plugin? If so I could look into what breaks it with TEN_BIT_BLOCKS

    • Dumb 1

  6. 11 hours ago, SpaceDot said:

    Thanks a lot for sharing the backups.
    What texture pack was the Anarchy map using?
    Do you know over how long time this backup set spans and when it started?

    Well the texture pack was made by Goodly specifically for 2d2t, and it's what is the base for CustomOpenBlocks, well excluding some 2d2t specific blocks and using web client textures as a base instead of 0.30 textures

    • Agree 1
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  7. 46 minutes ago, AcidGG said:

    Done, I still got another problem when resources try to download it says: 

    Capturejdyte.PNG

    The asset servers require TLS 1.2, try enabling TLS 1.2 in Internet Options somewhere in control panel. I'm not really able to guide you how to do so since I haven't used Windows 7 in ages.

    • Agree 1
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  8. Maybe for the paletted bulk block update it should have a byte for how many bits should a block id have, the number should be log_2(count) and be the nearest multiple of 2, or 1. And thus instead of storing let's say 128 bytes for 4 bits per each block of indices it instead stores 32 bytes if it's only a single block in the palette.

    • Dumb 1

  9. 7 hours ago, FavoritoHJS said:

    (laughs like that guy who cross-compiled 1.5.2 into javascript, see eaglercraft)
    (cries in surprise takedown)
    (realizes they probably copied his homework as well)

    yet another reason why microjang is dead to me

    And yet you don't realize that they put up the whole Minecraft 1.5.2 source code up on GitHub, deobfuscated using MCP mappings, which in turns means it is violating 2 copyrighted pieces of work

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