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A new Snapshot is out and about, ready for your testing pleasure! Here's what is on offer this week:



Snapshot Bugfixes:
_______________


The following items were corrected, test them and see!

  • Some lighting optimizations, no bug fixes yet sorry :(
  • Pigs constantly jumping, when player control them on half slabs and stairs.
  • Z-fighting of iron bars / glass panes with the block below / above
  • Leaves replace transparent blocks
  • Clouds have a transparency when you are above/in them but not when you're underneath them.
  • Baby mob collision boxes are too large.
  • Village lamp post floating torches
  • Corner Fence Has Incorrect Collision Box
  • Wither skeletons have wrong hitbox
  • Double Trapped chest, makes two sounds when opening and closing.
  • No sound from some trapped chests
  • Villager trade menu missing name
  • Placing a block East of the Hopper makes the inside appear black
  • Piston pushing piston bugs / piston duplicating piston
  • Comparators do not update their output signal
  • Team option "friendlyfire" is not saved to disk; resets upon map reload
  • Scoreboard name duplication
  • FallingSand support for block IDs > 128


Testing the Snapshot:
_________________


Users who wanted to test Snapshots and Pre-releases in the past had to manually download the files, copy over existing files, and run the risk of ruining their single-player games. Want an easier way to test Snapshots, that also guarantees the safety of any and all of your worlds? The Curse Client now has Snapshot support, and using it couldn't possibly be easier! Check it out:

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Literally two steps, that's it. Click the image to see the video!



That's it, you're playing the latest Snapshot! There are also filter options to only see Snapshots, Pre-releases, or full releases. Wait, full releases?! That's right, you can even use the Client to play on older versions of Minecraft, at any time! This feature is good for those who want to roll back to earlier versions of Minecraft for testing, nostalgia, or if their favorite server is still running on an outdated version number. Sweet!

So let's say you're running the Client, but don't want to open it up. What is a fast, easy way to get this Snapshot? Well, if you click the button on the banner below, the Client will do all the work for you (or, if you don't have the Client installed, will help with that as well).

Posted in: News Patch Minecraft

Comments

#1

Julian_GameMaker

Posted 07 February 2013 - 06:25 PM

Quote

Baby mob collision boxes are too large.
I'm glad this was fixed, now I can make a more effective cow farm (make it so the young run out of the pin so I don't mix the cows up)
PRETEND THERE IS AN EPIC BANNER RIGHT HERE! oh, fyi, i need beta testers: http://www.minecraft...or-the-captain/

#2

updraded
    updraded

    Tree Puncher

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Posted 07 February 2013 - 06:29 PM

why wasn't the server jar posted?

#3

Sambaru
    Sambaru

    Nether Resident

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Posted 07 February 2013 - 06:30 PM

Nice.
I'm glad they are fixing bugs, I hope they do at least a few weeks more of fixes, so 1.5 gets released March 1st.
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#4

MatuliYoshi

Posted 07 February 2013 - 06:32 PM

Yeah, finally village fix!
Well done.

Give me a 'Damn' please!

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#5

king_tnerb

Posted 07 February 2013 - 06:43 PM

Does this mean that the comparator thing is back? Posted Image
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#6

Blumi18
    Blumi18

    Out of the Water

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Posted 07 February 2013 - 06:49 PM

Cant wait to try the new snapshot!!
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#7

citricsquid

Posted 07 February 2013 - 07:05 PM

View Postlfmxgg368, on 07 February 2013 - 05:02 PM, said:

And the http://assets.minecr...raft_server.jar link was not posted

My bad, the widget has been updated to include all the relevant Snapshot links.

View Postupdraded, on 07 February 2013 - 06:29 PM, said:

why wasn't the server jar posted?

My mistake, the widget has been updated to display all the relevant links.

#8

Vagossssssssss

Posted 07 February 2013 - 07:12 PM

If you have a problem with the download you can always go to the mojang webstie :)

#9

RingMaster123456

Posted 07 February 2013 - 07:16 PM

i think it will be out in 10 days!!
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#10

Darrok
    Darrok

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Posted 07 February 2013 - 07:18 PM

So the Scoreboard is actually part of the new game mode "Capture the Flag"? http://www.minecraft...apture_the_Flag

#11

5thHorseman

Posted 07 February 2013 - 07:20 PM

View PostMatuliYoshi, on 07 February 2013 - 06:32 PM, said:

Yeah, finally village fix!
Well done.

I'm very excited about this one in particular. Finally, my villagers will abandon that one single house and actually use the entire village!

(Or at least most of it)
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Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/

#12

koopachris

Posted 07 February 2013 - 07:20 PM

So they added...a bunch of fixes to semi-rare bugs. Ok, that's still nice.
But what features did they add? Oh...a new feature that can't even be used
in vanilla Minecraft...yay...
No, I will NOT feed your dragon. I do not CARE about your dragon. I will not give you +1 rep for no good reason, I will not subscribe to your channel just because it exists, and I will not become part of your fanboy "army".

#13

murp11
    murp11

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Posted 07 February 2013 - 07:26 PM

View Postkoopachris, on 07 February 2013 - 07:20 PM, said:

So they added...a bunch of fixes to semi-rare bugs. Ok, that's still nice.
But what features did they add? Oh...a new feature that can't even be used
in vanilla Minecraft...yay...
they won't add any new features. They remove all bugs to get ready with the 1.5 the nect features will come for 1.6

#14

Azurewhitewolf

Posted 07 February 2013 - 07:33 PM

View PostPonyDude186, on 07 February 2013 - 05:44 PM, said:

Yay! they brought back the comparator rapid fire feature!
No they did not.  I just tested that theory.

#15

king_tnerb

Posted 07 February 2013 - 07:38 PM

View PostAzurewhitewolf, on 07 February 2013 - 07:33 PM, said:

No they did not.  I just tested that theory.
NO! Thats terrible! I at least hope they add some sort of BUD switch/Ticker block now.....
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#16

JellyOpera

Posted 07 February 2013 - 08:08 PM

View PostFranEGL, on 07 February 2013 - 05:19 PM, said:

In my opinion they should keep fixing bugs and when the game is almost bug-free they should start adding more stuff.
Yeah, but they'd get bored.

Also, get that Curse Client BS out of my face.

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#17

PonyDude186

Posted 07 February 2013 - 08:16 PM

View PostAzurewhitewolf, on 07 February 2013 - 07:33 PM, said:

No they did not.  I just tested that theory.
Are you sure, I tested it again and works fine. If the front torch of the comparator is lit, is doesn't do the rapid fire thing. If the front torch is off, then it will do the thing correctly. Try it again with this technique.

The smoothest texture pack there is.       Posted Image


#18

MegaTrain

Posted 07 February 2013 - 08:25 PM

View Post5thHorseman, on 07 February 2013 - 07:20 PM, said:

I'm very excited about this one in particular. Finally, my villagers will abandon that one single house and actually use the entire village!

(Or at least most of it)
Huh? I don't think the "villagers crowd into a single house" issue was fixed, unless it wasn't in the original list. The only fixes that seemed relevant to villages/villagers were:
  • Baby mob collision boxes are too large.
  • Village lamp post floating torches
  • Villager trade menu missing name


#19

5thHorseman

Posted 07 February 2013 - 08:32 PM

View PostMegaTrain, on 07 February 2013 - 08:25 PM, said:


Huh? I don't think the "villagers crowd into a single house" issue was fixed, unless it wasn't in the original list. The fixes relevant to villagers were:

It wasn't fixed, but it was substantially improved. From the site:

Quote

After trying multiple different changes in the code, I couldn't get it even near "good", but at least I managed to make the villagers spread more evenly around the village, and somewhat in the houses, too. There could still occasionally be 3-5 villagers in the same house, but with around 15 villagers, at least 5-8 houses were occupied each night. So, an improvement, but not fully fixed.
Also, if a house has more than one door, the house has a higher chance to get crowding, even with the changes. The other door(s) lure the villagers out away from the door they are supposed to restrict.
The biggest problem to solve this issue somewhat easily is the door restriction operation. Basically, it does not work. There is no point in trying to work out a well working algorithm that takes occupation into account when that occupation data is mostly useless.
The changes
1) Changed the villagers' "home area" to be based on the bounding box of village's doors (instead of mass center). This matches better the needed area of movement, though the current way has the minor benefit of bringing the villagers slightly closer together during daytime - sort of looks like "community behaviour".
2) Increased the radius factor from 0.6 to 0.9. The 0.6 for the current mass center -based solution does make sense as the most distant door from that mass center can indeed be quite far away, and larger factor could allow villagers to wander quite far "out" in the opposite direction. Unfortunately, that will also limit their chances to move to that distant house that is in the village. With bounding box center -based "home area", the radius can be higher without that problem.
3) Changed the way villagers choose which door they'd like to go to. In current code the distance is given unnecessarily large disadvantage weight (squared and in addition anything beyond 16 blocks was given an extra about x30 distance which in practice means fully ignored), and when near enough, it has no effect at all. I changed the distance weight to linear, multiplied by just 4, and added the restriction value (for whatever rare effect it has). Also, I made it keep 3 best choices and pick randomly one of them in the end. The randomness tries to diminish the effects of the remaining badly working things.
4) Removed any extra doors from multi-door houses. Not a nice change, and not absolutely needed.
1 and 2 together spread the villagers quite nicely around the village. This already decreased the crowding effect a lot, but local hotspots would still be a problem.
3 and 4 reduce the local hotspots a bit. Not that well, but at least better than the current code.
What would still be needed
The above changes are merely a minor fine-tuning to reduce the worst of the issue.
Full fix would require quite a total rethinking/design for the way a door or house is marked occupied. To me, it seems that it would be best to simply bind each villager to a single door. Easy when generating the village (the code can just bind the generated villager to the house/door it was generated for). When spawning a new villager or when a door gets invalid/destroyed, there would need to be new code that looks for least bound doors and picks one of those, to spread the villagers evenly.
Then, when villager wants to get inside, it would prefer its "home door" unless it is really far away (like more than 50 blocks away?), in which case it could just pick a random valid door nearby for that night.

EDIT:

I just tested this in my test world where I have a little spawn area and iron golem farm, and it works in that they don't crowd into one area any more. They do however crowd into *two* areas... :)
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Did you know I write Science Fiction? Well I do. Check it out at http://planetretcon.com/books/

#20

EnderdragonII

Posted 07 February 2013 - 08:32 PM

This gonna be added at 1.5?