mojira.dev

Damian Lee

Assigned

No issues.

Reported

MC-10761 Removing jukebox crashed my game, then things got weird... Duplicate

Comments

Thanks for that key command Mod Ezekiel, I knew about it but couldn't remember it.

As for a current work around, as suggested by Christopher Wassall above is to turn V Sync Off, Performance to Balanced and turn Off Advanced Open GL. This even works for me with the render distance set to Far, so the experience is now nicely unbroken by glitches 🙂 I can't really see any difference between these setting being On or Off TBH.

As far as I recall I think this issue started happening once the single player game started using the multiplayer map format, or something like that. AFAIK this has always happened in multiplayer, from what I can gather from other people that is (I've never played in multiplayer though, so I don't personally know).

As a side, now I've limited this bug with a work around the Amplified world type looks even more impressive now!

This is much worse on Snapshot 13w36a and 13w36b! In 1.6.2 it doesn't happen at all when you set the render distance to Normal, but now it happens when you set the render distance to Normal as well (tried with both regular biomes and amplified and the issue is the same... I initially thought it was just an issue with Amplified worlds, but it's exactly the same on regular biomes too). This problem has gotten much worse and is in serious need of being fixed IMO as it really does spoil the experience for me.

Saying that I've not tried any of the work-around's mentioned above (I've got Advanced Open GL On, Vsync On and Max FPS for the performance - on a side note is Advanced Open GL really necessary as it seems to cause more problems and doesn't seem to make a difference visually whether on or off).

I'm noticing this mainly in single player though.

I think this is the correct issue for this (originally posted this message in https://mojang.atlassian.net/browse/MC-1018), I'm noticing it on a massive tower I've built with lots of jack-o-lanterns (Mac version 1.6.2). At night the whole tower should be lit, but there are lots of un-lit spots even though most of the blocks are light emitting ones! Strangely enough, most of the lanterns below about 80 blocks high are lit but most above that exhibit strange patterns of darkness, but it only seems to affect 2 sides, whereas the other 2 sides light up normally. The lantern blocks are only bright on the eyes and mouth and don't light the area around them... seeing as most of this is far too high to reach I can't get them to ever update, so my tower looks stupid all the time at night!) This is really annoying considering the tower took me a good 3 months to build! I've posted a screenshot of the tower at night.

I have found a rough fix, switching the render distance from Far to Normal makes this almost completely go away (in Normal it only happens for small square chunks for a split second and is barely noticeable, in Far it happens all the time!)

Before the mapping was changed to the multiplayer mode this only used to happen a few times in single player and never really bothered me, but since the change to the multiplayer map format this happens ALL THE TIME and is really annoying! It completely spoils the experience IMO. I've noticed that it renders the blocks around where you first load the map, but as soon as you start to explore further it just never stops happening, it's constant! Version is Mac 1.6.2. This is definitely not a system issue, I'm running a 2008 Pro Mac with 4gb ram and an ATI Radeon HD5770! Also, when I notice this and press F3 my system is only using 25% allocated memory (it's only allocated a gig of ram as well!) What spoils it the most is you can easily pinpoint the location of caves, and although I've not seen one yet I expect to see a Stronghold, which just ruins things for me as Strongholds aren't supposed to be easy to locate.

Sorry for the duplicate, I initially tried to search but then got confused by the site layout... MCEdit seems like cheating, so I'm sure it won't be too much of a problem to mine that area again. At least the tower walls weren't affected 🙂