mojira.dev
MC-2497

Weird random flames from torches/spawners are appearing

Just noticed some weird flames randomly appearing, that look exactly like the flames produced by torches. It was hard to take a snapshot cause they appear only for a fraction of time.

Related issues

MC-2499 Fire animation of torches bugged MC-2534 Spawner Particals Missplaced MC-2598 Torch particles mis-render MC-2649 bad animation of particles of torches flying anywhere MC-2650 Random torch particles while looking towards many torches in one area. MC-2661 Torch flame sprites randomly displacing itself in environment MC-2706 [duplication/related] You can see the teleportation from the particles MC-2709 Extra fire particles near torches MC-2784 Flying Flame Texture! MC-2926 torches placed on the ground in 1.4.3 show the flare animation in 1.4.4 even though they were teleported to the wall MC-2965 Torchflame appearing randomly MC-3028 Torch Fire Flashing Across Screen Bug MC-3029 Teleporting torch flame animations? (version 1.4.4) MC-3038 Traveling Torch Particle. There is the fire partical of a torch traveling around very similar to a enderman...gets in my house and is very annoying. MC-3056 Getting little fire animations all over screen when player is effected by beacon MC-3075 Fireflies! Seeing fire particles zipping about through the game environment. MC-3076 Torch's fire texture appears like flicker on the screen at random position MC-3082 Graphics/video glitch MC-3091 particles fire torch MC-3092 When there are torches in the vicinity, I am appearing graphical mistake. MC-3132 On certain parts of one of my older maps I can see the torch flame particle texture flickering in and out of view at random places in my field of view. It only happens around the coastline of one of my castles. MC-3138 Flickering torch light / fire MC-3168 Scary Fire orb bug MC-3180 Mob Spawner Flame every where MC-3199 Ghost flames still there MC-3236 Torch fire particle flickers all over the screen MC-3237 Torch flame graphical glitch resulting in a torch's flame flickering randomly on the screen MC-3253 Tiny Dancing Flames MC-3268 Random fire particles (like the one from the torches) MC-3276 Random Fireballs MC-3277 Sprites MC-3388 Torch's flame particles appearing on random location if there's a torch nearby. MC-3530 Torch flickering

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Comments

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Does this happen without a texture pack?

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It does, I finally got an image to prove it.

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This glitch happens to me as well, and I'm not using a texture pack. It seems to trigger as soon as you enter the range of a torch needed to start producing torch particles, and each torch only produces a misplaced torch particle once while you're in the range for it to produce particles.

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I'm seeing this too - Linux OS so not limited to Mac. It seems to happen more when I open my inventory - I see random flames flickering around the torches.

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I'm also experiencing this, I believe it may be a particle error in general as I'm also getting buggy rain particles underground.

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i have this issue too, don't using a texture pack. the flame of a torch seams to be infakt two different flames, and one of them jumps around, mostly when the other flame is out. it really jumps of the torch, jumps through your vision and jumps back on top of the torch. it happens more to torches which are at the border of your vision than to torches in front of you/in the middle of your vision. hope this helps.

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I can confirm this. It seems to happen in the vicinity of torches, usually in a vertical fashion. The 'sprite', if you will, of the flame seems to spawn at a random point near the torch, and despawns within a split second.

I'm using a PC, so this is more than likely a misbehavior within the torch coding. I am willing to bet it has something to do with the new torch behavior since the 1.4.x pre-releases.

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This also happens with spawners, place a 3x3x3 cube and stand on it, and move arund your head (minecraft head).
You can see loads of flames that can be 3- 50 blocks away!

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I am on a PC with a 100% fresh and vanilla .minecraft and also noticing this happening near torches (ground or wall placed). I am also 90% sure that the fire animation for the furnace produces this effect as well.
I kept thinking I was seeing things. But alas I was not. Its near impossible to catch a screen shot of it. I do have some game play video that features this effect. I have also noticed a similar effect with rain water drips/splashes, but have not filed a bug for that one.

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I can confirm this also happens on Windows.

Also added a video and a map.

Coordinates: 37 | 66 | 755
Maybe you have to wait until night for it to appear.

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It's happening to me as well. 1.4.4 pre-release

Erik Broes

Able to see it happening with that map. What on earth is going on πŸ˜ƒ

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They're zipping about like Endermen in a rainstorm!

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Another screenshot! It's easy to see the extra flame!

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I can also confirm. This is happening to all players on our SMP server, and also happens in single player as well on all the platforms we've tested it on (Win7 64 bit, XP 32 bit, Linux 64 bit).

We have a player who hates monsters and likes torches, so a wide area around our town is extremely well-lit with thousands upon thousands of torches. When you walk through here, disembodied torch flames are flickering all around you in all directions by the HUNDREDS. The things are almost as numerous as the stars in the sky. It could almost be picturesque, like fireflies, if each individual torch flame lasted longer. They seem to teleport around your field of view randomly and each one appears for only 1 frame, then goes somewhere else.

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When a particle appears it doesn't just appear, it actually gets teleported from it's previous location. It also happens when breaking blocks as you can see here: [MC-2706] (sorry, I duplicated your post, I searched for the same bug but didn't find anything)

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Video showing the problem : http://www.youtube.com/watch?v=Yuv37JORaus. The particles seems to be translated along the XZ positive axis.

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This is truly annoying and should be fixed as soon as possible.

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Another video demonstrating the problem. http://youtu.be/tS1ZnLMLkMY

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Just downloaded full release of 1.4.4 and they didn't fix this.... guess we'll have to wait for 1.5

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The full release is same as the pre-release.

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It started happening after 1.4.4 update. A torch flame flickers around the scene. It's so fast I didn't even bother making a screenshot. Those videos pretty much show what's going on. Thanks for posting them.

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1.4.5?

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Setting Particles to Minimal is the only workaround I've found. This is a very distracting bug.

A simple test case: Create a new super-flat creative world. Place a 6x6 grid of torches on the ground. Look around for the dancing torch flames. They all seem to go in the same direction and stay evenly spaced. And the position of the errant flames changes based on time not character movement or view. Hope this helps.

Using latest minecraft 1.4.4 on 64-bit linux w/ the nvidia 310.14 driver.

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Particles to minimal doesn't take away the breaking particles.

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This is incredibly annoying. Why wasn't this hotfixed for 1.4.4?
If you have many torches to light up an area it becomes very apparent.

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I do not speak for Mojang - just my two cents. It may be annoying, but if they had released a new pre-release to fix this, they'd then have to delay the next version again and make a 1.4.5, and modders would have to update again. Who's to say new bugs wouldn't come up in that prerelease?

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To be honest this is far from game-breaking, I'm sure we can live with it until 1.5

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I really like the way mojang tries to polish the game without adding new features, but I cant understand why they release a official version with such an annoying bug. I would rather wait for a 1.4.5...

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guys, this is NOT a forum. it's quite nice if you all add things, attach videos and screenshots. but please, don't discuss stuff like "it's necessary to wait until 1.4.5, it's a to biiig bug for official release". that's not the point here. the poin is to FIX a bug. nothing else. so please say stuff like "it doesn't occur to me if i do XXX" or "the workaround did not workd for me, i'm using win 7 and java 9". THIS helps.

i am aware of this posting not being that kind of coments i like to see and requested here. it just goes on my nerves for this site (MOJIRA) seems to become a forum, or is theatened this way.
and, i just have to say this: cloudy, i think you're right. i thought the same πŸ™‚

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This is truly annoying and should be fixed as soon as possible. If you have many torches to light up an area it becomes very apparent.

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They shouldn't have released 1.4.4 until this was fixed! Why would they release it that fast? Does Mojang even know about this glitch? That really pisses me off.

Everybody please vote for this issue! Mojang must know ASAP so they can release the fixed version ASAP.

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This is happening to me too. I have Windows 7 with the latest Java 7 x64 installed.

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Mine can be seen for many blocks away, hills and even mountains away. I'm using vanilla, and my own texture.

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It moves very similar to an attacking enderman, I might add.

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if you turn particals to minimal, it makes it seemingly invisibe.
If anyone is as annoyed as I am, it will fix it at a sacrifice of no other paricals.
Also, mine appears to reach in a horizontal fashion, and runs across hills about one block above the ground.

darn its annoying.

likalaruku

I've got a video of it. I haven't seen this bug since beta.

https://www.youtube.com/watch?v=MIJmaeLnarI

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this is due to a change in EffectRenderer.java (MCP name. all names and code below will be from MCP - necessitated by obfuscation. I'd love to post this fix with the real class, method and variable names)

I've got a one class mod that fixes it here: http://www.planetminecraft.com/mod/fix-ghost-torch-flicker-144/

EXPLANATION:

OK, in EffectRenderer, addEffect(EntityFX par1EntityFX) used to add the entity to EffectRenderer.fxLayers[]. Now addEffect adds the Entity to ArrayList field_90038_c.

In updateEffects(), that ArrayList is iterated through, and each new entity is added to fxLayers[] as before. The problem is this happens after fxLayers is iterated through, and all of the entities have their onUpdate() called.

So, onUpdate() is called for every FX entity (except the new ones), wherein their prevPosX/Y/Z is set to posX/Y/Z. Only then are the new ones added to the list, so that when EntityRenderer.renderWorld(float par1, long par2) calls EffectRenderer.renderParticles(var4, par1), all of the newly added entities still have their prevPosX/Y/Z set to 0 (ZERO).

This causes an issue in EntityFX.renderParticle() with lines like
float var13 = (float)(this.prevPosX + (this.posX - this.prevPosX) * (double)par2 - interpPosX);

prevPosX is a spurious 0, and the entity is rendered in the wrong location (for one tick) before it gets updated like it should with all the older entities.

FIX:

in EffectRenderer.updateEffects(), add the new entities before calling each entity's onUpdate(). Basically make the method look like this:

public void updateEffects()
    {
        Iterator var8 = this.field_90038_c.iterator();

        while (var8.hasNext())
        {
            this.func_90037_b((EntityFX)var8.next());
        }

        this.field_90038_c.clear();
        
        for (int var1 = 0; var1 < 4; ++var1)
        {
            EntityFX var2 = null;

            try
            {
                for (int var3 = 0; var3 < this.fxLayers[var1].size(); ++var3)
                {
                    var2 = (EntityFX)this.fxLayers[var1].get(var3);
                    var2.onUpdate();

                    if (var2.isDead)
                    {
                        this.fxLayers[var1].remove(var3--);
                    }
                }
            }
            catch (Throwable var7)
            {
                CrashReport var4 = CrashReport.func_85055_a(var7, "Uncaught exception while ticking particles");
                CrashReportCategory var5 = var4.func_85058_a("Particle engine details");
                var5.addCrashSectionCallable("Last ticked particle", new CallableLastTickedParticle(this, var2));
                var5.addCrashSection("Texture index", Integer.valueOf(var1));
                throw new ReportedException(var4);
            }
        }
    }

ALTERNATIVELY:

set each entity's prevPosX/Y/Z to posX/Y/Z on creation. Then you can skip updating whatever new entities you want.

in EntityFX.java,

public EntityFX(World par1World, double par2, double par4, double par6, double par8, double par10, double par12)
    {
        super(par1World);
        this.setSize(0.2F, 0.2F);
        this.yOffset = this.height / 2.0F;
        this.setPosition(par2, par4, par6);
        this.prevPosX = par2;
        this.prevPosY = par4;
        this.prevPosZ = par6;

should do the trick

SERIOUSLY THOUGH:

why, in a bugfix release, would you do something like this. 1.4.4 should have fixed the blockers in 1.4.3 and nothing else, not making unrelated changes like what caused this. Going forward a real bugfix release would be more like a release including only this change (to fix the torches) without touching anything else. Put out 1.4.4a and save other changes for the next version (1.5 maybe)

SPECULATION:

were you getting concurrent access violations with fxLayers? ie could addEffects() be called from a different thread than updateEffects() - changing the List while it was being iterated through? If not ignore the following πŸ™‚ Your new way of adding to a temporary holding List fixes that, though now you would have the possibility of Concurrent Access Violations on field_90038_c (a smaller possibility granted, since you spend less time going through it adding new entities than you do updating all the old ones). You'd really need to Lock the List for the duration of the loop. Adding the new holding List would make that less painful, since like I mentioned before you spend less time there. It's just stuffed up by running the update loop before the add loop.

If it has nothing to do with multithreading weirdness, I have no idea why that intermediate holding List for adding entities is there instead of just sticking them in directly as before. No one owes me an explanation but I'd love to hear why that change was made

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How did you guys capture the video?

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Jason, I totaly agree. And a client hotfix shouldn't affect the server anyway so a client bump to 1.4.4a or somsthing would've been possible.

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I have this problem with flames from torches appearing everywhere and it's happening all the time so it ruins the gameplay.

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This is especially noticeable in The End, and I don't even have that many torches there. I'm using Linux MC 1.4.4 with Optifine.

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Thanks, Jason!

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Confirmed with and without texture pack on Windows 7 and Mac OS 10.8.2, playing on my own SMP server.

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I'm also experiencing this. It looks as though experience orbs are also bug-flickering.

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Totally agree with Jason. I'm going back to 1.4.2 until a serious bugfix is released.

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I had this issue on my own offline server - i had NO torches ANYWHERE! - i had a HUGE and annoying issue - i tested this with sphax+optifine default+optifine sphax+no mods and default+vanilla

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Note: I speak for myself, not Mojang.

To those people who are saying "How could you let this bug through!!!!!". Bugs happen. It was found before release, but fixing it before releasing would have caused further delays (modders already had to update to 1.4.3 and then to 1.4.4). This is a small rendering issue - barely noticeable (at least for me). I imagine that they thought it was a minor enough bug to release - certainly better than a few of the crashes in 1.4.2/1.4.3.

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Cloudy, I (and I think most people commenting) disagree with the statement that it is barely noticable – the effect is more or less severe under certain circumstances (it seems to be related to number of torches in view) – in some points of view (my experience), it appears almost as a static, with no fewer than 3 errant flames out of place; It has been so noticable for me that I'm putting the game aside for now. Since I didn't experience any of the crashes that you refer to it's a net-loss for me.

P.S. The tone of this comment is resigned – not angry. Bugs happen. I am a bit disappointed to hear that it was a known bug, but not entirely surprised. It's hard not to notice it. πŸ˜‰

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Perhaps this bug tracker needs better regression management (like a special key word, a special dependency or something). While bugs like this or MC-2170 are confirmed, it's not really obvious by looking at them that they regressed from an earlier version and are thus more important to fix (and possibly more easily fixable by reverting/improving the change that caused it).

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I've just been playing SkyBlock and this is really noticeable. Place a single torch and then look over the edge of the island and there are dozens of phantom flames below!

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This is still an issue for me in the 1.4.5 pre-release. Anyone else?

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Not fixed for me too 😞

Nathan Adams

😞

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as mentioned from other, not fixed for me ether. using win 7 x32. but, i had to admit it occurs not often anymore. had to look realy careful to noticed the flames now.

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Just tried 1.4.5: and I could not re-create. Seems it is at least reduced in severity.

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Herobrine ΓΆ

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I`m running Vanilla 1.4.5, the torch flames are still appearing all around. Sorry about all the text on the screen, it was hard to take a screenshot and also I wanted to have F3 on to prove it is on 1.4.5. Picture proof: http://i.imgur.com/v75PI.jpg

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Mojang pls. I gave you two working code examples (and a pretty thorough explanation - at least read that) 😞

Nathan Adams

Jason pls. We used one. It clearly didn't work. πŸ™‚

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well, I put my 1.4.4 fixed azf.class in the 1.4.5 jar and they are gone again (they were definitely there in vanilla 1.4.5).

Something got lost in the translation between codebases. I'll have a look when Searge updates, but it would be nicer to be on the same page

to reiterate: http://www.planetminecraft.com/mod/fix-ghost-torch-flicker-144/ works in 1.4.5 as well (though I'd really rather retire it haha)

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I just tried 1.4.5PR and they are still there as visible as they were in 1.4.4. I am on Windows 7 with 64-bit Java7.

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(regarding TorchTest.zip and azf.class attachments) stand at 1120, -1955. look across the torches towards 0,0. Set Performance to Power Saver to slow things down a bit. Observe as new flame sprites warp in from 0,0 to their correct spot. Try again with my azf.class in place πŸ™‚

Ezekiel

Still getting these flickerings.

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I have been watching this issue from 1.4.4pre and 1.4.5pre did not solve the problem completely. I still see those random torch particles.
Applying Jason's mod using MagicLauncher solved the problem in 1.4.4.

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I found the reason why 1.4.5 still has the bug. Jason's second proposed fix sets the prevPosX,Y,Z fields. Mojang's actual 1.4.5 fix sets lastTickPosX,Y,Z. Here's the diff in MCP:

diff --git a/src/minecraft/net/minecraft/src/EntityFX.java b/src/minecraft/net/minecraft/src/EntityFX.java
index 26f08ca..55b7042 100644
β€” a/src/minecraft/net/minecraft/src/EntityFX.java
+++ b/src/minecraft/net/minecraft/src/EntityFX.java
@@ -33,6 +33,9 @@ public class EntityFX extends Entity
this.setSize(0.2F, 0.2F);
this.yOffset = this.height / 2.0F;
this.setPosition(par2, par4, par6);
+ this.lastTickPosX = par2;
+ this.lastTickPosY = par4;
+ this.lastTickPosZ = par6;
this.particleRed = this.particleGreen = this.particleBlue = 1.0F;
this.motionX = par8 + (double)((float)(Math.random() * 2.0D - 1.0D) * 0.4F);
this.motionY = par10 + (double)((float)(Math.random() * 2.0D - 1.0D) * 0.4F);

Note: MCP for 1.4.4 appears to work to fine with 1.4.5, presumably because no classes were added or removed between the two versions which would affect the debofuscation mapping.

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Definitely not fixed in 1.4.5 pre-rel.

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Get your shit together now Mojang. I use jasons fix and it works flawlessly.

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Nathan, Jason's fix seems to be working for me and plenty others. Please work with him so we can get this resolved asap. While it is indeed better than an actual crash, it is rather quite noticeable and I see no reason to ignore a working fix that has been put on the table.

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Note: Speak for myself, not Mojang. puts on modders hat

@Rickard: He provided MCP code. MCP code has different namings. That's why it didn't work - it is sometimes hard to see what variable you're referring to. And that type of attitude isn't going to get it fixed any quicker.

@Dalton: They obviously didn't ignore the fix. See above about namings. Decompiled and renamed code != actual vanilla code.

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I'm a little sad to see they (not quite correctly) implemented my second fix. The first one feels much more "correct" while the second was sort of a hacky workaround if they didn't feel like doing the first for whatever reason. Much better IMHO to add the new entities before the update loop.

I will second the difficulty added to their job by having to translate from MCP. I'm not really a fan of the obfuscation in this instance

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I'm aware I sounded a bit harsh but this bug is well known and while it's not "easy to translate" MCP code one might think they tested this properly before stating it was fixed. Don't Mojang have QA by now?
I'm also fully aware that fixing many bugs and/or adding features might create new bugs but 1.4.5 was specifically relased to fix this very bug and a few others.

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I revert back to 1.4.2 and found that the same issue is happening in the Enchantment table with the characters flying from the bookshelves.

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Video of the 1.4.2 characters flying issue video is now up
http://youtu.be/KBkgAYkXO_k

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It's doing so on the latest Pre-Release as well (regarding book particles). It also comes from flame particles from lit Furnaces and Mob Spawners, so the problem seems to be in the particle generation.

After looking at how it's affecting the letters it seems that the letter of the particle that flashes ends up being the same as next one to start coming out of one of the bookshelves. Furthermore, the flashed particle is much brighter than the one that flows in (under Night Vision, anyway). In other words, it seems that something is causing them to generate in the wrong spot and brightness then correct themselves a tick later. A seemingly cheap way around this would be to make the particles invisible for their first tick around, but that would only cover up the problem rather than actually fix what's making them generate incorrectly in the first place.

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Jasons mod/patch doesn't fix this from what I can tell, am I right?

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Were you close to the end of the world (30.000.000 blocks out)?

It happens there all the time.

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@ Rickard Γ…berg: I am using the 1.4.5 pre with Jasons fix and it works just fine. πŸ™‚ Never seen any misplaced particles of any kind with his patch.

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Are you sure? The torches are of course fine but enchantment table looks a bit weird to me, black letters popping up randomly on the screen.

likalaruku

Yo, I've gotten over 50 spam mails from Jira in the past 3 days. where is the "do not mail" or "unsusbcribe" button?

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@Allaiyah Weyn: What has that got to do with random flames? (Hint: change your profile to not auto-watch, then unwatch any issues you are watching).

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@ Rickard Γ…berg: Sorry, your right. I just checked my enchantment table and I also see random black letters popping up. This might be related to the torch bug, but I only see those letters at the enchantment table, where there "should be". Not like the torches everywere around.

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@Leo: This was right at the spawn point of a freshly made Classic Superflat world on Creative, so it couldn't be much more than 1000 blocks from (0, 5, 0). Structure Generation was off, so there was no villages or whatnot nearby. Torches only seem to flicker particles to the North and West (meaning their X and Z generation coordinates are randomly smaller than they should be), as seen after testing a single torch for several minutes. Also, when trying this bug from the face-view just in front of the torch in the direction in question, the flicker showed up at around my feet for whatever reason.

The Enchantment Table letters will probably need a separate patching to fix.

Erik Broes

Really fixed for updated 1.4.5 now πŸ˜‰

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ui, thanks! only one question: why you call this 1.4.5 when there are two version of it? why not 1.4.5b or something?
and yes, the issue with the torches is fixed now! (win 7 x32)

but i still can see some runes mislocated at the entchantment table. so it's a new bug not related this i quess, like roy fisher said.

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This is the same on my other topics 0_0

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New 1.4.5pre has resolved the issue for me, but the other issue on enchantment table rune particles still exists.

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The new 1.4.5PR has resolved this for me too. Thanks!

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I am still getting this in 1.5.2 with blaze fireballs! PLEASE update!!!!

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getting this in 1.7.9 on a non-modded server... the fps was due to moving fast and the chunks loading...

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Could be the wind.

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Nathan Adams

Confirmed

flame, particle, server, torch

Minecraft 1.4.4, Minecraft 1.4.5

Minecraft 1.4.5

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