I don't notice any missing textures when I switch packs after using one (my own) that uses custom models, but I do know the model will still be loaded and not update with out re-loading the game. That can lead to textures from other packs, or default trying to map over your model.
Example from my pack. Using custom reeds and ladder models.
http://images.devs-on.net/Image/de9eLXtzO0s6LAhF-Region.png
Now switch to another pack or remove pack and use default.
http://images.devs-on.net/Image/4746wiQhBeGNPEIU-Region.png
Now it's keeping the same models, but trying to map the default textures to them. This also means other packs that use custom models their models wont load less you switch to their pack then reload the game. Only the last models used on game load up will remain and be used until next load up.
It is done in vanilla. Just as I said, it don't matter if the map was made by a 3rd party program, or made by vanilla minecraft. If there is void, and minecraft is trying to populate said chunk, ie even a super flat preset for void, it will crash same as everyone else is reporting.
One of my custom maps, that was MADE IN VANILLA of islands over the void, was first started being made when we first were able to do super flat worlds. I used a void preset.
I've worked on it on and off building it out block by block. It's my own personal little project.
Yet as of 1.7.4, all new 'void' chunks CRASH the game, giving the same error message. So I can't continue expanding the map as I go anywhere near the edge that would cause new void chunks to generate, minecraft will hang, display the same error as everyone else has posted.. and crash.
So yes, this is effecting new maps, and old maps, rather made IN VANILLA or made with a 3rd party program. If it's a void chunk trying to be populated, it causes the crash.
Still a large annoyance in 14w08a.
As a texture artist I find these hard coded colors to be an annoyance. Mojang has given us so much control for creating amazing packs, but then do stuff like hard coding a color and it can ruin any plans for a pack.
Want to turn minecraft isto a magical cartoony world? NOPE FORCED UGLY COLOR.
Want to turn it into a strange planet? NOPE FORCED UGLY COLOR.
Want to make a planet of flesh, high teck landscape or anything? NOPE FORCED UGLY COLOR.
It's not only a ugly color they chose but the fact is these hard coded colors stick out like a bad sore thumb when used with many MANY of the packs that are out there. All of the bright packs look off when you have bright pretty colored biomes and trees and lush lands then NOPE FORCED UGLY COLOR.
Plus plants.. you can design plants and color them to meet with your pack... but if they spawn in the swamp?
http://images.devs-on.net/Image/OU26cyvTuEidZuXJ-Region.png
You can not tell me that don't look out of place. Bright green against ugly green.
When you compare other biomes in my pack.
http://images.devs-on.net/Image/sZm7VCWu8WV9nci5-Region.png
Gee that actually looks alright.
It ruins the feel, and I hate being forced to use mods, and tell other people to use mods that OVERRIDE this stupid hard coded nonsense and allow me to make the swamp look how I'd like! One that still FITS my packs theme.
I even tried one theme of muted colors... NOPE swamp still looked bad and stuck out horridly compared to everything else. Mesa colors stick out badly.
Please for fig sakes STOP HARD CODING COLORS.
If we want to change the swamp from a swamp to some bright happy magical biome then LET US.
Yes! this is annoying and makes boats look ugly if you opt to not just stick with a horizontal line all the way around. If you want a design on your boat, like with Misa's boat, it ends up cutting in and looking bad.
This happens in any map reguardless if the map was made with worldpainter, mods that add void maps or just vanilla minecraft. One of my old custom maps has islands overhanging the void using a void map superflat preset, that map has now become unplayable as it just hangs there. Even one of Sethblings maps did it when I was flying around exploring how he did things.
I wont bother posting my bug reports from all the maps that I've tried playing thats caused this issue as it's just the same as the two posted already.
It's a mess, and needs to be fixed.
I can tell you, it is not desirable. It looks rather ugly.
From what I've seen, if you attack them at night they almost work fine, but during the day time they do this sort of: look at them, they agro, then they teleport away when you try to damage them, and then keep teleporting away, turning passive each time. You have to some how corner them or 'attack with out looking at them' to kill them. At night, they seem to stick more when you agro them, but at times they still do this passive shift.
As a texture artist myself, I find it rather annoying to be limited by these areas of hard coded coloring. I want my pack to have a unique look and feel, as well as theme, that these hard coded colors can easily ruin or be hard to work with. A world of metal with the grass shades of cool metaltics and then.. ugly brown green once you cross into swamps.
Don't get me started on the suger cane. My stalks are tan with green leaves... the color overlay makes the whole thing an ugly shade. Puke green in a 'river' biome. If the color hue was more mild, MUCH MUCH more mild, it may look alright... but again this overlay screws with themed packs. What if someone has their reeds as another type of plant? Or something like a pipe or what not? Welp! it's going to be changed to a bad ugly color now!
Still effecting 14w33a and really makes what would look nice look horrid.
http://i.imgur.com/IBvjRlF.png