Then go ahead and download the snapshot and find me 1000 bugs. Get on with it.
If you want to whine, at least legitimize your complaint. Not only do you have nothing nice to say, but all you do have to say is bull----.
Made up, imaginary, a fairy tale so you can hate on Mojang. If you hate them so bad, play another game and leave the forums. You're a degrading factor to the community.
Rollback Post to RevisionRollBack
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Can someone explain what exactly "FallingSand support for block IDs > 128" means?
The id value for the falling sand entity that handles falling blocks like sand and gravel was a signed byte so it wasn't able to store values greater than 128. This means that for modding/the API any block that wanted to obey gravity like sand and gravel do had to have an ID number below that. This has no effect on normal gameplay.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Can someone explain what exactly "FallingSand support for block IDs > 128" means?
Back in one of the 1.4.x snapshots, they added support for modifying FallingSand entities data tags to make them look like any block or turn into any block when dropped.
, an erupting volcano that shoots out FallingSand entities that look like lava and place lava when they land. Made by sethbling.
Apparently, this functionality didn't work past blockID 128 before this bugfix.
Time: 2/7/13 8:57 AM
Description: Rendering screen
java.lang.Error: Couldn't stitch terrain together.
at bht.b(SourceFile:85)
at bfh.c(SourceFile:429)
at bfh.b(SourceFile:357)
at biz.a(SourceFile:148)
at axe.a(SourceFile:175)
at biy.a(SourceFile:111)
at bet.b(SourceFile:764)
at net.minecraft.client.Minecraft.K(SourceFile:597)
at net.minecraft.client.Minecraft.run(SourceFile:526)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bht.b(SourceFile:85)
at bfh.c(SourceFile:429)
at bfh.b(SourceFile:357)
at biz.a(SourceFile:148)
at axe.a(SourceFile:175)
at biy.a(SourceFile:111)
-- Screen render details --
Details:
Screen name: biy
Mouse location: Scaled: (218, 172). Absolute: (875, 390)
Screen size: Scaled: (480, 270). Absolute: (1920, 1080). Scale factor of 4
Stacktrace:
at bet.b(SourceFile:764)
at net.minecraft.client.Minecraft.K(SourceFile:597)
at net.minecraft.client.Minecraft.run(SourceFile:526)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 13w06a
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1868790368 bytes (1782 MB) / 2058027008 bytes (1962 MB) up to 2058027008 bytes (1962 MB)
JVM Flags: 2 total; -Xmx2048m -Xms2048m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: No suspicious classes found.
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
LWJGL: 2.4.2
OpenGL: GeForce GT 440/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
Is Modded: Probably not. Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Texture Pack: TP 3x512.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Just took the latest snapshot on a test drive, and it looks like it is accurately reporting FPS again. Unfortunately, the reported FPS is in the 20-40 range when smooth lighting is on.
Given the fact that the most annoying bug for me is the upside down slab/stair lighting glitches, and this bug is even more noticable when smooth lighting is off...
So out of curiosity adigregorio, I checked out your texture packs. While my computer is older than yours (32-bit Vista machine, but good graphics card), I have no crashing going on from just using the texture pack. All your resolutions work fine for me, though honestly it runs at 1-2 FPS on the 512x resolution - but at 256x and 64x it runs perfectly.
What blocks are around you? Could it be specific to a certain block? Could minecraft be running out of memory? Let us in on your specs. I'm very curious about your issue.
One more thing, is it your "In work" texture pack? Do you have textures in it that aren't yet in the live downloads on your topic? Is there a chance they could be missing a pixel in height or some other odd nonsense?
Also: Your texture pack is gorgeous so far. Keep up the work on it!
Rollback Post to RevisionRollBack
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So out of curiosity adigregorio, I checked out your texture packs. While my computer is older than yours (32-bit Vista machine, but good graphics card), I have no crashing going on from just using the texture pack. All your resolutions work fine for me, though honestly it runs at 1-2 FPS on the 512x resolution - but at 256x and 64x it runs perfectly.
Those are the HD issues I was talking about earlier. The first Snap to support HD in vanilla gave me no troubles, but after that the lag has been un-bearable. (It takes about 5 minutes just to get a screenshot for sample purposes...) Like you said, soon as you drop it to 256x it works a-okay though. Regardless, I am not beefing about this issue. I am sure it will be worked out when live comes to fruition.
What blocks are around you? Could it be specific to a certain block? Could minecraft be running out of memory? Let us in on your specs. I'm very curious about your issue.
Doesn't matter.
At first, the game wouldn't load at all. Just the black screen. So I renamed my pack, so Minecraft would auto-switch back to default. This got the game to load, but as soon as I switched over to the 512 pack. Crash. (Report details posted in a post above)
One more thing, is it your "In work" texture pack? Do you have textures in it that aren't yet in the live downloads on your topic? Is there a chance they could be missing a pixel in height or some other odd nonsense?
This is where I am at in my thinking as well. I have added quite a bit, since even the last thread update (which was the Brewing Stand)
Unfortunatly, I have added:
CactusCut
Cactus
CactusTop
CakeCut
CakeSide
CakeTop
CakeBottom
WoodenDoorLower
WoodenDoorUpper
IronDoorLower
IronDoorUpper
(Just to name a couple...)
I don't think that would be the culprit though. Just because MC stitches them together, and stretches/skews accordingly. (Example: Unfinished textures in ALL versions of my pack are still 16x )
Also: Your texture pack is gorgeous so far. Keep up the work on it!
Thank you! If I can stomach the ache (and the game lets me) I will be updating the thread with all those new blocks. For obvious reasons, I have been lazy with screen shot capturing
Those are the HD issues I was talking about earlier. The first Snap to support HD in vanilla gave me no troubles, but after that the lag has been un-bearable. (It takes about 5 minutes just to get a screenshot for sample purposes...) Like you said, soon as you drop it to 256x it works a-okay though. Regardless, I am not beefing about this issue. I am sure it will be worked out when live comes to fruition.
Doesn't matter.
At first, the game wouldn't load at all. Just the black screen. So I renamed my pack, so Minecraft would auto-switch back to default. This got the game to load, but as soon as I switched over to the 512 pack. Crash. (Report details posted in a post above)
This is where I am at in my thinking as well. I have added quite a bit, since even the last thread update (which was the Brewing Stand)
Unfortunatly, I have added:
CactusCut
Cactus
CactusTop
CakeCut
CakeSide
CakeTop
CakeBottom
WoodenDoorLower
WoodenDoorUpper
IronDoorLower
IronDoorUpper
(Just to name a couple...)
I don't think that would be the culprit though. Just because MC stitches them together, and stretches/skews accordingly. (Example: Unfinished textures in ALL versions of my pack are still 16x )
Thank you! If I can stomach the ache (and the game lets me) I will be updating the thread with all those new blocks. For obvious reasons, I have been lazy with screen shot capturing
Problem Update!
It is the Iron Door texture that was causing the beef (both of them). I seem to remember hearing door rendering problems elsewhere, though I also remember hearing "fixed" around the same time
It is the Iron Door texture that was causing the beef (both of them). I seem to remember hearing door rendering problems elsewhere, though I also remember hearing "fixed" around the same time
EDIT:
Lag is still unbearable though
Aha! I hope our little dialogue was helpful in tracking down the source of your crash.
Personally, I think that Minecraft just isn't built for 512x textures. I figure there's likely a conflict in the rendering engine once your textures reach a certain resolution - because I have the exact same framerate from 16x through 256x. Something very fixable, I'm sure. (translation: I hope)
Rollback Post to RevisionRollBack
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Aha! I hope our little dialogue was helpful in tracking down the source of your crash.
Personally, I think that Minecraft just isn't built for 512x textures. I figure there's likely a conflict in the rendering engine once your textures reach a certain resolution - because I have the exact same framerate from 16x through 256x. Something very fixable, I'm sure. (translation: I hope)
Yeah I have been deep in thought, (set off two smoke alarms!)
The resulting chaos helped me to realize this: The problem is with sizes
Fact: Minecraft takes the /textures/blocks/*.png and stitches together a "fake terrain.png"
Fact: 512x512 = 8192x8192 when made into a single file.
That's just too large, I know when I was using the non-vanilla HD textures. The "Better Skies" required a high resolution png to achieve what I was after. (6144x6144) It would cause serious lag when switching to "night" time. I had to do heavy tweaking/cheating to keep resolution, yet reduce file size.
The task can be repeated, but there are many pngs where once there was few. I may just have to shelve my paintbrush...
And the one easily reproducible >50% failure rate on pistons bug has still been over looked. Funny because it was reported plenty of times and always marked as a "Duplicate" for the other piston bug that was fixed and was only a graphical glitch and didn't actually break anything.
Rollback Post to RevisionRollBack
Playing Minecraft since [Friday, March 19, 2010, 9:20:21 PM] (First indev world save)
▲▲ 6,000+ subs looking for Creators with 2k+ to collab - Click to visit my channel! ▲▲
Then go ahead and download the snapshot and find me 1000 bugs. Get on with it.
If you want to whine, at least legitimize your complaint. Not only do you have nothing nice to say, but all you do have to say is bull----.
Made up, imaginary, a fairy tale so you can hate on Mojang. If you hate them so bad, play another game and leave the forums. You're a degrading factor to the community.
▲▲ 6,000+ subs looking for Creators with 2k+ to collab - Click to visit my channel! ▲▲
I'm just getting a black screen... (After MOJANG)
Just thought I would throw that out there, and use it to get easy access to this thread
Update: Has to do with my (vanilla) HD texture pack. (I made the pack, so I know it's fancy enough to work. at least it did before...)
Back in one of the 1.4.x snapshots, they added support for modifying FallingSand entities data tags to make them look like any block or turn into any block when dropped.
, an erupting volcano that shoots out FallingSand entities that look like lava and place lava when they land. Made by sethbling.
Apparently, this functionality didn't work past blockID 128 before this bugfix.
(Content Removed) -ADiGregorio
Works for me. Try re-downloading and let us know if you get it working.
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I turned off my texture pack, and it worked.
Tried to switch back to it "in game options" and crashy washy
(Vanilla HD has been giving me troubles for the last few snaps, not surprised it got worse before better.)
PS: Keep up the good work Mojang (Seriously! Bugs is good, as long as quashing is happening.)
Didn't want my post to look negative!
Hmmm, yeah, that makes sense. Do you have a download for your 1.5-compatible HD texture pack? I'd love to check it out. What resolution is it?
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Link to pack is in my signature
Problemo Updato! (I failed Spanish)
Full Report:
---- Minecraft Crash Report ----
// Daisy, daisy...
Time: 2/7/13 8:57 AM
Description: Rendering screen
java.lang.Error: Couldn't stitch terrain together.
at bht.b(SourceFile:85)
at bfh.c(SourceFile:429)
at bfh.b(SourceFile:357)
at biz.a(SourceFile:148)
at axe.a(SourceFile:175)
at biy.a(SourceFile:111)
at bet.b(SourceFile:764)
at net.minecraft.client.Minecraft.K(SourceFile:597)
at net.minecraft.client.Minecraft.run(SourceFile:526)
at java.lang.Thread.run(Unknown Source)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at bht.b(SourceFile:85)
at bfh.c(SourceFile:429)
at bfh.b(SourceFile:357)
at biz.a(SourceFile:148)
at axe.a(SourceFile:175)
at biy.a(SourceFile:111)
-- Screen render details --
Details:
Screen name: biy
Mouse location: Scaled: (218, 172). Absolute: (875, 390)
Screen size: Scaled: (480, 270). Absolute: (1920, 1080). Scale factor of 4
Stacktrace:
at bet.b(SourceFile:764)
at net.minecraft.client.Minecraft.K(SourceFile:597)
at net.minecraft.client.Minecraft.run(SourceFile:526)
at java.lang.Thread.run(Unknown Source)
-- System Details --
Details:
Minecraft Version: 13w06a
Operating System: Windows 7 (amd64) version 6.1
Java Version: 1.7.0_09, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 1868790368 bytes (1782 MB) / 2058027008 bytes (1962 MB) up to 2058027008 bytes (1962 MB)
JVM Flags: 2 total; -Xmx2048m -Xms2048m
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Suspicious classes: No suspicious classes found.
IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
LWJGL: 2.4.2
OpenGL: GeForce GT 440/PCIe/SSE2 GL version 4.2.0, NVIDIA Corporation
Is Modded: Probably not. Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Texture Pack: TP 3x512.zip
Profiler Position: N/A (disabled)
Vec3 Pool Size: ~~ERROR~~ NullPointerException: null
Given the fact that the most annoying bug for me is the upside down slab/stair lighting glitches, and this bug is even more noticable when smooth lighting is off...
What blocks are around you? Could it be specific to a certain block? Could minecraft be running out of memory? Let us in on your specs. I'm very curious about your issue.
One more thing, is it your "In work" texture pack? Do you have textures in it that aren't yet in the live downloads on your topic? Is there a chance they could be missing a pixel in height or some other odd nonsense?
Also: Your texture pack is gorgeous so far. Keep up the work on it!
▲▲ 6,000+ subs looking for Creators with 2k+ to collab - Click to visit my channel! ▲▲
Those are the HD issues I was talking about earlier. The first Snap to support HD in vanilla gave me no troubles, but after that the lag has been un-bearable. (It takes about 5 minutes just to get a screenshot for sample purposes...) Like you said, soon as you drop it to 256x it works a-okay though. Regardless, I am not beefing about this issue. I am sure it will be worked out when live comes to fruition.
Doesn't matter.
At first, the game wouldn't load at all. Just the black screen. So I renamed my pack, so Minecraft would auto-switch back to default. This got the game to load, but as soon as I switched over to the 512 pack. Crash. (Report details posted in a post above)
This is where I am at in my thinking as well. I have added quite a bit, since even the last thread update (which was the Brewing Stand)
Unfortunatly, I have added:
CactusCut
Cactus
CactusTop
CakeCut
CakeSide
CakeTop
CakeBottom
WoodenDoorLower
WoodenDoorUpper
IronDoorLower
IronDoorUpper
(Just to name a couple...)
I don't think that would be the culprit though. Just because MC stitches them together, and stretches/skews accordingly. (Example: Unfinished textures in ALL versions of my pack are still 16x )
Thank you! If I can stomach the ache (and the game lets me) I will be updating the thread with all those new blocks. For obvious reasons, I have been lazy with screen shot capturing
Hopefully that does mean this will be fixed before 1.5's release.
Problem Update!
It is the Iron Door texture that was causing the beef (both of them). I seem to remember hearing door rendering problems elsewhere, though I also remember hearing "fixed" around the same time
EDIT:
Lag is still unbearable though
that means that falling sand can be textured differently than the sand block
Aha! I hope our little dialogue was helpful in tracking down the source of your crash.
Personally, I think that Minecraft just isn't built for 512x textures. I figure there's likely a conflict in the rendering engine once your textures reach a certain resolution - because I have the exact same framerate from 16x through 256x. Something very fixable, I'm sure. (translation: I hope)
▲▲ 6,000+ subs looking for Creators with 2k+ to collab - Click to visit my channel! ▲▲
Yeah I have been deep in thought, (set off two smoke alarms!)
The resulting chaos helped me to realize this: The problem is with sizes
Fact: Minecraft takes the /textures/blocks/*.png and stitches together a "fake terrain.png"
Fact: 512x512 = 8192x8192 when made into a single file.
That's just too large, I know when I was using the non-vanilla HD textures. The "Better Skies" required a high resolution png to achieve what I was after. (6144x6144) It would cause serious lag when switching to "night" time. I had to do heavy tweaking/cheating to keep resolution, yet reduce file size.
The task can be repeated, but there are many pngs where once there was few. I may just have to shelve my paintbrush...
Playing Minecraft since [Friday, March 19, 2010, 9:20:21 PM] (First indev world save)