Block Animations stop for 3 seconds after cycling through all the images.
Is it a bug or is there a set amount of images needed for it?
Related issues
is duplicated by
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Will record and upload video.

Related to MC-10355 ?

No, MC-10355 is not occurring in my game.

Video evidence: http://youtu.be/jMOjU3CdPug

Is this still a concern in the current Minecraft version? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.

Still a concern - Updated details.

I can confirm this issue...
having an unziped tp with 64px lava/water animations of 128 or 256 frames
using snapshot 13w09c
flowing lava and water have worked weird/broken/incorrect when I had their txt files filled with numbers
the blocks animated, but at some point they stopped, seemed as lag, but it was just the animation frozen, after some time it started over again from 1st animation frame.
(ie. I have animations with 128 frames, but despite that I had written 0-127 frames in txt, it only animated like 30, then it "stopped" until it reached the last 127th and after it the animation repeated from start)
the txt file looked like this:
0
1
2
...
up to 127, resp. 255
when I deleted the whole "text" - numbers within the txt the animations started to work properly and all 128, resp. 256 frames got animated.
I can provide the txt and clock png if needed.
Please also provide the texture pack you are using.

I can confirm. Animated textures are broken in 1.5-prerealease, displaying only the missing texture image. I just finished editing my texturepack too! 😞
EDIT: This is a default 16x16 texture as well if that helps.

I'm getting the same thing, I thought I was doing something wrong with the properties file originally, until I finally realized that it just HAD to be Minecraft being stupid...
This is happening with all texture packs, I was trying to make animated lava/water for my Wind Waker pack (128x) and it does the exact same thing =p
./textures/blocks/lava.png: PNG image data, 64 x 4096, 8-bit/color RGBA, non-interlaced
./textures/blocks/lava_flow.png: PNG image data, 64 x 8192, 8-bit/color RGBA, non-interlaced
./textures/blocks/portal.png: PNG image data, 64 x 4096, 8-bit colormap, non-interlaced
./textures/blocks/water.png: PNG image data, 64 x 4096, 8-bit/color RGBA, non-interlaced
./textures/blocks/water_flow.png: PNG image data, 64 x 4096, 8-bit/color RGBA, non-interlaced
This means they contain in this order: 4096/64 = 64, 8192/64 = 128, 64, 64 and finally 64 frames
Now lets look at the highest number you've defined in the txt files:
./textures/blocks/lava.txt 127
./textures/blocks/lava_flow.txt 255
./textures/blocks/portal.txt 127
./textures/blocks/water.txt 127
./textures/blocks/water_flow.txt 127
This leads me to the conclusion that everything is working as intended except your math.
The textures will indeed 50% of the time hang on their last specified VALID frame.
You wasted my time! meanie! =D

Though even with my water which is 8192 (64 frames) still hangs if I specify the frames in the properties file.
eg.
0*2
1*2
...
62*2
63*2
And it will still hang.
My lava is 234 frames and also hangs, but for a longer time, so it certainly is a bug, and not having a weird amount of frames. My lava is 29952, and both my water and lava worked with the MC Patcher custom lava/water flow mod, AND if I leave the properties file blanks on the lava and water, they both flow and animate using ALL frames, but once you specify anything in the properties file they break.

@Ian Lockaby-Cotter: Please attach your texture pack.

My texture pack is over 20MB too big for the attachment thing, so I will post a Dropbox link of it here
Currently only the lava is affecting me because it's the only one without a blank properties file. The water and everything else is fine, however if you try it with the water, it will also break.
https://dl.dropbox.com/u/8949192/Wind%20Waker%20%7B128x%7D%20-%201.5%20UNRELEASED%20TEST%20BETA.zip

@Ian Lockaby-Cotter : Your lava animates fine, there is no pause.

I should make clear that it is the flowing lava that has pauses in it, the regular lava is fine.

Wasting my time.
lava_flow.png 256 x 29952 --> 117 frames
lava_flow.txt --> 234 frames

Why would the amount of frames decrease by half when it is the same length and each texture is still 128x, does that mean that the animation will then get out of sync? Something still doesn't seem right about this.

lava_flow.png is 256 pixels wide, not 128!
Cannot reproduce.
Animations are running forever.