I'm happy with 1.3 overall except with one thing and its pretty big, the lighting issues get so annoying! There are lighting issues just about everywhere you look. :l
This issue has already been recognized, and an update is "planned for the future" however it doesn't look like we will see any fixes for this until 1.4 at least.
Note: I have found that placing a torch in these areas seems to change the shader calculations and makes the area visible.
There seemed to be no major performance issues with this version here (still can't ascertain if it's faster, slower or the same thing as an unmodded 1.2.5) and my computer is a pre-historic Duron 1600. One thing that seemed a bit better was the loading of new chunks, I believe, and SMP lag didn't seem too horrible either (there was one time in my short testing that a black came back).
I guess 1.3 might not be that bad for poor computers after all.
By the way, isn't there already a search function in the new Creative UI?
Dear Mojang,
if you know how to use machine-oriented and cross-platform languages like C++ instead of slow-running Java, then there would be no reason to merge single player and multiplayer just for an API. Also I can't imagine, that Java is such as poor, that there is no possibility of builder configurations and compiler commands. One click and you have single player, multiplayer and what you want... including API. Sometimes, the easier way is not the best.
(sorry for my English)
I'm not upset at your english. I'm upset at your lack of knowledge of languages and speed.
Google did a major research issue looking at several languages, including their own. Turns out that while C++ can be excessively optimized by an expert, for the vast majority of stuff C++ and Java are about the same speed. For Java, the best fine tuning seems to be knowing how to tune the garbage collection system. Both Scala (an improved java) and Google's own language had faster development/ less lines of code, but slightly worse performance. That's a very brief summary, slightly inaccurate for brevity.
#1: Java is cross platform, more-so than C++.
#2: C, and C++, are best thought of as high level, mostly-portable assembly languages. C++ barely begins to be a high-level language, but the template library gets you there at a horrible cost in memory footprint. C++ does not have true logic/data separation (the inheritance model is based on source-code reuse rather than binary code reuse; it is much better suited to interface inheritance than class inheritance. Interestingly, that's the better way to do it, but the complete inability of the language to handle a single piece of code working with arbitrary objects that implement a given interface makes it a disaster.)
#2b: Objective C does a better job of being a high-level languge (Java took a lot of inspiration from it).
#2c: All of the C family languages suffer from memory leak issues (objective C less than the others). Both C++ and Objective-C have a horrible "fragile base class" issue, in different forms. Java avoids that with a "Your interface is fixed on release because it has to work with others calling you" design. They all have their plusses and minusses when it comes to working with code you never knew about when you were written. C++'s complete lack of dynamic loading arguably makes it the worst of them.
#3: "then there would be no reason to merge single player and multiplayer just for an API" -- sorry, here you are clueless. The API does need them merged. There is just too much different between the two.
Quick example: Lets say I want to open a chest.
In 125 single player, I say open chest; I cause the interface to open. The game loop is not running, so the chest code has to call the game loop.
In multiplayer and 13 single player, I say open chest. Later, the server tells my client to display the interface. The server is still running the game loop, so the chest code does not.
There are too many examples of where different aspects of things have to do things differently in no-server and yes-server. That has to be cleaned up.
#4: There is very, very little effective difference between languages. What matters most is:
a: Programmer time (lines of code; Java wins hands-down for libraries out there to reuse)
b: Things not related to the program itself (dynamic loading; portability; extensability). Here, machine-independent scripting languages (think "Lua", "Scheme", or similar) win hands-down. Java comes pretty darn close (does it have the ability to compile new byte-code from text at run time yet?)
Believe it or not, well written prolog code is 90% or better the speed of C++, and prolog is normally panned as a slow language (one of the fastest languages to develop in, and the only one I know of where formal specifications are valid programs that can be both subjected to automatic verification and executed.)
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
so i can play with my friends without needing a server on my lan ?????????????????????????
Yes, for some definition of LAN.
You cannot control which of your interfaces it will choose.
It will only choose one.
You cannot have it use more than one.
Got machines on both an ethernet cable AND wifi? Too bad.
Want to use Hamachi? Good luck.
Best apparent observation so far: it uses the first configured interface, only. So find out which interfaces are in which order, disable the ones you don't want, open to LAN, and then re-enable the interfaces back. Not user friendly at all. (Hamachi is the LAST one in my machine, so I have to disable the internet -- which kills hamachi -- in the process. Fun :-). Not.)
Or, just learn how to set up a server. The only thing you lose now is the lack of ability to set "peaceful" with one click. And I don't consider that a loss, actually.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I had a major glitch occur. I entered a nether portal from the overworld, and when I arrived in the Nether, there were no blocks, just a number of Zombie Pigmen. Then I died, presumably from falling into the void. When I respawned, the overworld was screwed up in the same way...
I downloaded it, but since it's in a .zip I have to use 7-zip to get the files into the jar... and then it doesn't work because 7-zip has a problem with aux.class - I checked the temporary file and it renamed it _aux.class, and it wouldn't let me name it back. So then I redownloaded 7-zip, nothing changed. So I downloaded WinRAR and that has a problem with aux.class too! UGH why isn't the download a .jar? I mean seriously, anyone could download the java SDK and jar up files in a directory, might as well make the download a .jar...
Apparently, going into fullscreen mode crashes the game. I'm playing on a pretty good laptop. It's an Acer Aspire 5755G, it has a Nvidia Geforce GT540M with 2 GB of video ram, and 8GB of ddr3 ram. Also, a 2.4 GHz Intel Core i5.
Changelog in one of the snapshots says fullscreen mode must be changed in options.txt or something like that. I guess they forgot to remove the F11 button.
Changelog in one of the snapshots says fullscreen mode must be changed in options.txt or something like that. I guess they forgot to remove the F11 button.
System-wide Alt+F11 works.
Or you can just maximize window if your window manager/OS doesn't support that.
Actually I hear about this issue first time.
You cannot control which of your interfaces it will choose.
It will only choose one.
You cannot have it use more than one.
Got machines on both an ethernet cable AND wifi? Too bad.
Want to use Hamachi? Good luck.
Best apparent observation so far: it uses the first configured interface, only. So find out which interfaces are in which order, disable the ones you don't want, open to LAN, and then re-enable the interfaces back. Not user friendly at all. (Hamachi is the LAST one in my machine, so I have to disable the internet -- which kills hamachi -- in the process. Fun :-). Not.)
Or, just learn how to set up a server. The only thing you lose now is the lack of ability to set "peaceful" with one click. And I don't consider that a loss, actually.
For all of those that are having problems with lag have you tried creating a .BAT file to increase the memory for minecraft? You could create it by doing this:
1. Open up a blank txt document
2. Type in: javaw -Xmx1024m -Xms1024m -jar "File directory of your Minecraft.exe file" ex: "C:\Documents and Settings\User Name Here\Desktop\Minecraft.exe"
3. Save it as any name.BAT ex: run.BAT
4. Move it to the same location as your minecraft.exe.
5. Double click on it to run.
I downloaded it, but since it's in a .zip I have to use 7-zip to get the files into the jar... and then it doesn't work because 7-zip has a problem with aux.class - I checked the temporary file and it renamed it _aux.class, and it wouldn't let me name it back. So then I redownloaded 7-zip, nothing changed. So I downloaded WinRAR and that has a problem with aux.class too! UGH why isn't the download a .jar? I mean seriously, anyone could download the java SDK and jar up files in a directory, might as well make the download a .jar...
Why isn't the download a .jar? I think that there may be an issue with the download site that thinks Windows 7 (that's what I have) can't handle a .jar, so it gives you a .zip instead and there's somehow a problem with aux.class that makes it un-transferable to the real .jar. Big issue, no solutions?
I never mentioned, that C++ is faster than Java. It might be possible, that my knowledge about Java is not as good as yours, but after I read your informative post, I sill don't understand why to merge both modes.
Example: I can create two different applications calling the same dynamic link libraries without any issues, while the libraries are also calling given methods from the current application. If both applications bring the same interface along and it's attributes are capsuled enough, there would be no problems.
Since I'm not familiar with Java: Why Mojang have to merge the modes to make API possible?
To use his chest-opening example:
SP:
running loop is running... lalala
running loop sees that player wants to open a chest, and calls getInfoForItems() to get item data (just an example)
rendering loop renders interface
MP:
running loop is running... lalala
running loop sees that player wants to open a chest, and calls getInfoForItemsOnServer() to contact server to let it know it needs the item data
server returns the data to the client
rendering loop renders interface
The difference is the contact with the server, which complicates a bunch of stuff.
This issue has already been recognized, and an update is "planned for the future" however it doesn't look like we will see any fixes for this until 1.4 at least.
Note: I have found that placing a torch in these areas seems to change the shader calculations and makes the area visible.
MC Server Admin for NES
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Curse PremiumI guess 1.3 might not be that bad for poor computers after all.
By the way, isn't there already a search function in the new Creative UI?
*sigh* it's never easy, huh? Hand me a zipped/compressed file that can't be extracted, and expect me to love it. Brilliant. Bloody brilliant.
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Curse Premium** DO NOT UNPACK THE JAR FILE **
Replace the entire old jar file with the new jar file.
This is not a mod. You do not unpack, copy class files, and repack.
This is a new release. You just copy it over as-is.
I'm not upset at your english. I'm upset at your lack of knowledge of languages and speed.
Google did a major research issue looking at several languages, including their own. Turns out that while C++ can be excessively optimized by an expert, for the vast majority of stuff C++ and Java are about the same speed. For Java, the best fine tuning seems to be knowing how to tune the garbage collection system. Both Scala (an improved java) and Google's own language had faster development/ less lines of code, but slightly worse performance. That's a very brief summary, slightly inaccurate for brevity.
#1: Java is cross platform, more-so than C++.
#2: C, and C++, are best thought of as high level, mostly-portable assembly languages. C++ barely begins to be a high-level language, but the template library gets you there at a horrible cost in memory footprint. C++ does not have true logic/data separation (the inheritance model is based on source-code reuse rather than binary code reuse; it is much better suited to interface inheritance than class inheritance. Interestingly, that's the better way to do it, but the complete inability of the language to handle a single piece of code working with arbitrary objects that implement a given interface makes it a disaster.)
#2b: Objective C does a better job of being a high-level languge (Java took a lot of inspiration from it).
#2c: All of the C family languages suffer from memory leak issues (objective C less than the others). Both C++ and Objective-C have a horrible "fragile base class" issue, in different forms. Java avoids that with a "Your interface is fixed on release because it has to work with others calling you" design. They all have their plusses and minusses when it comes to working with code you never knew about when you were written. C++'s complete lack of dynamic loading arguably makes it the worst of them.
#3: "then there would be no reason to merge single player and multiplayer just for an API" -- sorry, here you are clueless. The API does need them merged. There is just too much different between the two.
Quick example: Lets say I want to open a chest.
In 125 single player, I say open chest; I cause the interface to open. The game loop is not running, so the chest code has to call the game loop.
In multiplayer and 13 single player, I say open chest. Later, the server tells my client to display the interface. The server is still running the game loop, so the chest code does not.
There are too many examples of where different aspects of things have to do things differently in no-server and yes-server. That has to be cleaned up.
#4: There is very, very little effective difference between languages. What matters most is:
a: Programmer time (lines of code; Java wins hands-down for libraries out there to reuse)
b: Things not related to the program itself (dynamic loading; portability; extensability). Here, machine-independent scripting languages (think "Lua", "Scheme", or similar) win hands-down. Java comes pretty darn close (does it have the ability to compile new byte-code from text at run time yet?)
Believe it or not, well written prolog code is 90% or better the speed of C++, and prolog is normally panned as a slow language (one of the fastest languages to develop in, and the only one I know of where formal specifications are valid programs that can be both subjected to automatic verification and executed.)
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
As an avid user of redstone, I completely disagree. The categories make it much easier, and you have a search bar as well.
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Curse PremiumYes, for some definition of LAN.
You cannot control which of your interfaces it will choose.
It will only choose one.
You cannot have it use more than one.
Got machines on both an ethernet cable AND wifi? Too bad.
Want to use Hamachi? Good luck.
Best apparent observation so far: it uses the first configured interface, only. So find out which interfaces are in which order, disable the ones you don't want, open to LAN, and then re-enable the interfaces back. Not user friendly at all. (Hamachi is the LAST one in my machine, so I have to disable the internet -- which kills hamachi -- in the process. Fun :-). Not.)
Or, just learn how to set up a server. The only thing you lose now is the lack of ability to set "peaceful" with one click. And I don't consider that a loss, actually.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Changelog in one of the snapshots says fullscreen mode must be changed in options.txt or something like that. I guess they forgot to remove the F11 button.
Or you can just maximize window if your window manager/OS doesn't support that.
Actually I hear about this issue first time.
oh ok thank you
1. Open up a blank txt document
2. Type in: javaw -Xmx1024m -Xms1024m -jar "File directory of your Minecraft.exe file" ex: "C:\Documents and Settings\User Name Here\Desktop\Minecraft.exe"
3. Save it as any name.BAT ex: run.BAT
4. Move it to the same location as your minecraft.exe.
5. Double click on it to run.
Why isn't the download a .jar? I think that there may be an issue with the download site that thinks Windows 7 (that's what I have) can't handle a .jar, so it gives you a .zip instead and there's somehow a problem with aux.class that makes it un-transferable to the real .jar. Big issue, no solutions?
To use his chest-opening example:
SP:
running loop is running... lalala
running loop sees that player wants to open a chest, and calls getInfoForItems() to get item data (just an example)
rendering loop renders interface
MP:
running loop is running... lalala
running loop sees that player wants to open a chest, and calls getInfoForItemsOnServer() to contact server to let it know it needs the item data
server returns the data to the client
rendering loop renders interface
The difference is the contact with the server, which complicates a bunch of stuff.