I'm not talking about the graphic never showing, i'm talking about a irregular, temporary disappearance.
I haven't seen anybody else complain about this, thus my suspicion that it has a more specific cause.
No, this happened during my testing as well. It seems to happen when your alpha is between 40% and 50% with the probability of it blanking increasing as it becomes less opaque.
I'm not talking about the graphic never showing, i'm talking about a irregular, temporary disappearance.
I haven't seen anybody else complain about this, thus my suspicion that it has a more specific cause.
Actually, in the comments of the issue I actually say exactly that. The appearance happens when close to an instance of the texture, and sometimes flickers randomly on, or from some other event.
So yes, this IS the same issue.
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"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Not sure if this'll work for everyone else, but I have the same problem with the transparent parts of my Stained Glass disappearing randomly... and I very quickly found a solution; as long as you are within render distance of a particle, the transparency will work. You don't need to actually have any particles on screen, but you must be close enough that a particle would be visible if you were to turn and see it... if that makes any sense. Drop a potion on yourself, build a Nether Portal, or light some fires on Netherrack, and you shouldn't have a problem seeing the glass, as long as you're nearby.
Again, not sure if this would work for everyone. Also, I don't mean to brag, but I can't help but say that it only took me about 10 seconds to notice this. I think I got really lucky.
What do you mean by 40%? more opaque or more transparent?
I forget not everyone knows how to deal with their alpha channel directly.
A pixel with an alpha value of 0 is a completely transparent pixel. So in this case, I'm saying that if it's less than 50% opaque (that is, more transparent than opaque) it'll begin to flicker.
I forget not everyone knows how to deal with their alpha channel directly.
I do deal with alpha directly, but there are a bunch of systems that map colors to numbers differently and a bunch of applications that present that information to the use differently. X% of *alpha* is something i could see reasonably interpreted different ways.
A pixel with an alpha value of 0 is a completely transparent pixel. So in this case, I'm saying that if it's less than 50% opaque (that is, more transparent than opaque) it'll begin to flicker.
So your results are different than mine. I got the flickers between 50% and 60+% opacity -- but only when the edge of the graphic was less than 100% opacity.
I do deal with alpha directly, but there are a bunch of systems that map colors to numbers differently and a bunch of applications that present that information to the use differently. X% of *alpha* is something i could see reasonably interpreted different ways.
That's true. How any individual software package describes this supposedly consistent concept does seem to vary a lot more than it should.
So your results are different than mine. I got the flickers between 50% and 60+% opacity -- but only when the edge of the graphic was less than 100% opacity.
Interesting. Weird, but interesting. Only parts of my borders have full opacity, which might be why I have different results. On the other hand, I shudder to think what kind of system would make the border of an image matter in a situation like this.
Well... I guess we know the answer to that: A buggy one.
Anyway, my stained glass textures are included in the latest version of Sanity. If you'd like to play with them and try to figure this out a little better then be my guest. Right now I'm pretty content since all of my stuff works. Granted I'd love to lower the opacity of my glass, but until that's possible I really have nothing left to do with it.
Right now I'm pretty content since all of my stuff works.
That's pretty much how I feel about it-- except I have a lingering suspicion that the graphics that work consistently for me, will go weird with some other video-setting, hardware config, or other unexpected variable. But the users of our packs can answer that question better than we can.
That's pretty much how I feel about it-- except I have a lingering suspicion that the graphics that work consistently for me, will go weird with some other video-setting, hardware config, or other unexpected variable. But the users of our packs can answer that question better than we can.
Good point.
Is stained glass finished in the most recent version of Lithos? If so, I can at least download it and tell you if it's working for me.
Ok, so I can confirm that what Ringoster says above is true. This issue is a rendering issue caused when no particles are around. I made a comment on the issue about this, the bug has "confirmed" status on it, and Dinnerbone has commented on it before. Now it should be only a matter of time hopefully, before he sees my comment and tries to fix the issue.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Yes. The version on the front page blinks for me, and the version in the last post doesn't
I just checked. Lithos appears to be working on my Laptop with the integrated ATI graphics. Chances are if it'll work on this thing, it'll work on darn-near anything. (Minecraft has been known to have issues with ATI graphics chips)
Ok, so I can confirm that what Ringoster says above is true. This issue is a rendering issue caused when no particles are around. I made a comment on the issue about this, the bug has "confirmed" status on it, and Dinnerbone has commented on it before. Now it should be only a matter of time hopefully, before he sees my comment and tries to fix the issue.
Eyeballing the list, it looks like they tweaked some stuff with the GSL shaders to make them work with the new transparency stuff and changed the transparent glass textures.
As for the stuff that doesn't directly relate to resource packs / texturing, it looks like ambient sounds have been separated from block noises and they added some stuff for Minecraft Realms. (looking at the changes in the language file is often informative)
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
New custom sounds can now be added and played through /playsound, but it requires some kind of JSON file, according to the example pack in Sethbling's snapshot overview video. The sound asset folder is now called "sounds" instead of "sound", which breaks compatibility with 13w41b and older packs, and lastly, the record and music folders are now under "sounds", with the rest of the SFX.
That's all I've found so far.
The sound asset folder is now called "sounds" instead of "sound", which breaks compatibility with 13w41b and older packs
Gah. I wondered why my sounds were default. Over half of my data is now incompatible with 13w41 and higher, all because of an s. What next, in a few updates they'll start changing all of the non-plural folder names that need it?
For sounds:
ambient --> ambience
liquid --> liquids
mob --> mobs
note --> notes
step --> steps
In textures:
colormap --> colormaps
entity --> entities
gui --> guis
painting --> paintings
particle --> particles
No doubt they are going to make a few of these changes eventually, why are they drawing it out? I say if they're going to break it, they should break as much of it as possible to get it out of the way and lower fragmentation on this sort of thing.
In fact, why do paintings and particles still use atlases? They should split them up like the new format so newer changes aren't borked. Why are they still using huge sheets for GUI textures with a whole bunch of wasted space? Like the main menu title, why hasn't that been made a non-split rectangle yet?
And back to the names, I get the need for consistency, especially when it comes to only using lower case, but does anyone really try and guess the names thinking they are all plural and wonder why it doesn't work? I mean, let's face it, if you compare the two, you'd see that there is an s on one and not the other.... and no matter how consistent they make it, it'll never be so intuitive that a new user with no knowledge of it could make the file and folder names completely from scratch without looking in the .JAR.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Am I going to have to start doing a diff on the installed game now? Those assets aren't in the jar file and that's all I'm comparing at the moment.
Anyway... here are the latest changes from 13w43a:
---
New Leaves, Logs, and Saplings for the two new trees are the big thing.
Looks like they also fixed the wobble shader and adjusted how fonts are done.
Oh and is that a new /setworldspawn command I see?
Oddly enough they gave the two new trees "new" textures that are virtually identical to jungle and spruce logs, but when you turn them to planks you get oak planks.
Oddly enough they gave the two new trees "new" textures that are virtually identical to jungle and spruce logs, but when you turn them to planks you get oak planks.
At least they have their own saplings now.
Huh, I'd have expected the Acacia to craft into the jungle wood planks.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
yes... now trees have the new saplings, but when you break the leaves it still gives you old oak/spruce saplings, so new saplings can be obtained only in creative
Given that the logs still convert to the default wood type (oak), I'm not surprised that the leaves aren't dropping the new saplings. They probably just inherited from the parent blocks and slapped new art on them.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Given that the logs still convert to the default wood type (oak), I'm not surprised that the leaves aren't dropping the new saplings. They probably just inherited from the parent blocks and slapped new art on them.
I've gotten the distinct feeling that this snapshot is a "hurry up and get it out there so we can go to Minecon" kinda deal. I'm surprised they bothered, really. Still, I suspect that there may yet be things that they are intent on improving before 1.7.
Actually, in the comments of the issue I actually say exactly that. The appearance happens when close to an instance of the texture, and sometimes flickers randomly on, or from some other event.
So yes, this IS the same issue.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Again, not sure if this would work for everyone. Also, I don't mean to brag, but I can't help but say that it only took me about 10 seconds to notice this. I think I got really lucky.
What do you mean by 40%? more opaque or more transparent?
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* Join the Lithos Discord for previews and to help
A pixel with an alpha value of 0 is a completely transparent pixel. So in this case, I'm saying that if it's less than 50% opaque (that is, more transparent than opaque) it'll begin to flicker.
Sorry about that.
I do deal with alpha directly, but there are a bunch of systems that map colors to numbers differently and a bunch of applications that present that information to the use differently. X% of *alpha* is something i could see reasonably interpreted different ways.
So your results are different than mine. I got the flickers between 50% and 60+% opacity -- but only when the edge of the graphic was less than 100% opacity.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
Interesting. Weird, but interesting. Only parts of my borders have full opacity, which might be why I have different results. On the other hand, I shudder to think what kind of system would make the border of an image matter in a situation like this.
Well... I guess we know the answer to that: A buggy one.
Anyway, my stained glass textures are included in the latest version of Sanity. If you'd like to play with them and try to figure this out a little better then be my guest. Right now I'm pretty content since all of my stuff works. Granted I'd love to lower the opacity of my glass, but until that's possible I really have nothing left to do with it.
That's pretty much how I feel about it-- except I have a lingering suspicion that the graphics that work consistently for me, will go weird with some other video-setting, hardware config, or other unexpected variable. But the users of our packs can answer that question better than we can.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
Is stained glass finished in the most recent version of Lithos? If so, I can at least download it and tell you if it's working for me.
Yes. The version on the front page blinks for me, and the version in the last post doesn't
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
YAY!
I'll clean this up and make it pretty when I get time later.
As for the stuff that doesn't directly relate to resource packs / texturing, it looks like ambient sounds have been separated from block noises and they added some stuff for Minecraft Realms. (looking at the changes in the language file is often informative)
That's all I've found so far.
Gah. I wondered why my sounds were default. Over half of my data is now incompatible with 13w41 and higher, all because of an s. What next, in a few updates they'll start changing all of the non-plural folder names that need it?
For sounds:
No doubt they are going to make a few of these changes eventually, why are they drawing it out? I say if they're going to break it, they should break as much of it as possible to get it out of the way and lower fragmentation on this sort of thing.
In fact, why do paintings and particles still use atlases? They should split them up like the new format so newer changes aren't borked. Why are they still using huge sheets for GUI textures with a whole bunch of wasted space? Like the main menu title, why hasn't that been made a non-split rectangle yet?
And back to the names, I get the need for consistency, especially when it comes to only using lower case, but does anyone really try and guess the names thinking they are all plural and wonder why it doesn't work? I mean, let's face it, if you compare the two, you'd see that there is an s on one and not the other.... and no matter how consistent they make it, it'll never be so intuitive that a new user with no knowledge of it could make the file and folder names completely from scratch without looking in the .JAR.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Anyway... here are the latest changes from 13w43a:
---
New Leaves, Logs, and Saplings for the two new trees are the big thing.
Looks like they also fixed the wobble shader and adjusted how fonts are done.
Oh and is that a new /setworldspawn command I see?
Added:
/assets/minecraft/textures/blocks/
leaves_acacia_opaque.png
leaves_acacia.png
leaves_big_oak_opaque.png
leaves_big_oak.png
log_acacia.png
log_acacia_top.png
log_big_oak.png
log_big_oak_top.png
sapling_acacia.png
sapling_roofed_oak.png
Changed:
/assets/minecraft/lang/
en_US.lang
/assets/minecraft/shaders/
program/wobble.fsh
/assets/minecraft/textures/font/
ascii.png
/assets/minecraft/textures/items/
fish_pufferfish_raw.png
At least they have their own saplings now.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help