mojira.dev

Ezer'Arch

Assigned

No issues.

Reported

MC-60249 Missing color hue in the overlay of Enderman-held grass block Duplicate MC-47649 Endermen walk weirdly when chase the player Fixed MC-47645 Spiders run too fast, at least for the first minutes after world reload, and may cause crash Duplicate MC-46645 Shader is not reset if the spectator host dies Duplicate MC-22147 Entity duplication bug Awaiting Response MC-13141 Stand on a pile of gravel, remove a block underneath, you fall two blocks high Works As Intended

Comments

@FVbico

> How about transparant "armor" layer on skins on arms, legs and chest, do they also work now?

The translucency feaure is for the head part only, and it works as long as you don't use any enchanted armor piece. (Tested in 15w49b)

Sorry for reviving this ticket, I had to because I tried to use the said sound via resource pack but the game can't play it.

This is what I have in my 1.7.10 and 1.8 json files in \.minecraft\assets\indexes:

"minecraft/sounds/random/breath.ogg": {
"hash": "dd2f7209c2a58b0886beb34d49b0512b49adbb7e",
"size": 14331
},

Then I added this piece of "code" in sounds.json of my resource pack:

"random.breath": {
"category": "neutral",
"sounds": [
"random/breath"
]
}

It didn't work. Then I added the breath.ogg (which I found in an ancient directory in minecraft) in my resource pack's minecraft\assets. Still didn't work.

This bug still happens in 1.8.7.

And I would add to the description the helmet translucency only works in the End dimension as well. Pics: https://twitter.com/EzerArch/status/617227535588433920 and https://twitter.com/EzerArch/status/606990257901445120.

I would like to add extra info:

@Chris K, you can "fix" that with a resource pack, this is what I did.

This video shows how annoying this clicking sound can be and has the download link of my resource pack. If you just want to keep the sound fix only, delete everything except sounds.json and "\assets\minecraft\sounds\mob\chicken" folder.

This is the sound of an actual chicken walking: http://www.freesound.org/people/Dann93/sounds/192035/.

I think this is solved under normal conditions. Enderman walks very fast when you have just loaded the world or if there's some after-death lag, and when you hit them their hurt animation is 2x slower than in 1.7.x. That's all.

Confirmed, it's a dupe. I searched for "Endermen+Grass", not "Endermen+Grass".

The title and description are not that descriptive. I recommend improving them.

Nothing with "gravity".

(Part of this comment was moved to MC-58120. Just noticed that the older issue - this - was marked as duplicate of a newer issue. Sorry.)

(Moved from MC-57957)

The hurt and death animations are 2x slower than those in 1.7.10. It's just the speed of the animation: slower knock-back and slower falling-over death animation. It is more noticeable on hostile mobs.

Not game-breaking, but it is very anti-climatic and hurts immersion.

Video: http://www.twitch.tv/ezerarch/b/543899962?t=4m45s

Yes, just tested in 14w27b. Enderman once it started its chase mode, it zig-zags and spins a little to step down blocks, sometimes stopping in middle of the slope.

Video: http://www.twitch.tv/ezerarch/b/543899962

This bug is still present in 1.7.10-pre2, but fixed in 14w21b. It would be great if 1.7.10 were released with this fix.

This can be marked as duplicate of MC-1207, which was reopened recently.

I think this is duplicate of MC-1207, but this ticket covers not only pig riding.

I'd like to add this bug affects mostly every event that produces sounds. Examples:

  • Run, the footsteps sound is played, stop, the sound is still in execution for a tic further. (this one confuses me a lot, it seems a creeper is approaching me but in fact I'm still hearing my own footsteps even if I have just stopped);

  • Open a chest, the chest opening sound is played, just when the chest is fully open hit ESC, resume the game, the sound is still in execution for a tic further;

  • Skeleton shoots an arrow and it hits the floor, the arrow hit sound is played, you can hear the sound is played twice and one of them a tic ahead;

  • and so on...

It seems there's a desynch between the event and the sound or the latter is being executed twice. The sound was supposed to be played only within the duration of the event (run, open, hit) but it's noticeable the sound is being played a tic further.

Comment moved from MC-46820 as that was marked as duplicate:

It doesn't happen only with witches. That's the current behavior:

Hostile mobs won't chase you (the player) in spectator mode, however they will if the mobs spot you in survival; switching to spectator mode won't refrain them from chasing and attacking you, taking over a mob as host won't stop them either.

This video explains the same thing with zombies and spiders: http://www.youtube.com/watch?v=IPVxnXWkmbY

Interestingly, switching from survival to creative refrains (most of?) hostile mobs from chasing the player. You can spawn a creeper, let it see and chase towards you in survival, then switch to creative, creeper stops and won't explode.

Yeah, I'd suggest having a visibility box as well as the boundary box, but doubling the number of boundaries each entity has to track might make them laggy"

Instead of a new box to check if the entity is off-screen or not, I'd suggest that if entity's boundary box is off-screen more than 1 or 2 meters then make it invisible.

Could you rename the issue? Something like "Spectator mode shows shader name after exiting the mob"?

EDIT: probably this is related to MC-46645.