Yes, i can confirm it on 1.6.2 with 1.2.1 launcher.
There no updates for my graphics card since April 2013.
PS: Game behavior don't depend on Launcher.
But its unfixable. Server hasn't length of music disk files.
Thanks! Is @jeb_ mean 1.7 as 1.6 release?
Very easy to fix. Mojang forgot restore after rendering the rotationYawHead field in entity class.
From (Class "GuiInventory" by MCP mapping):
===== START ======
public static void func_110423_a(int par0, int par1, int par2, float par3, float par4, EntityLivingBase par5EntityLivingBase)
{
GL11.glEnable(GL11.GL_COLOR_MATERIAL);
GL11.glPushMatrix();
GL11.glTranslatef((float)par0, (float)par1, 50.0F);
GL11.glScalef((float)(-par2), (float)par2, (float)par2);
GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
float var6 = par5EntityLivingBase.renderYawOffset;
float var7 = par5EntityLivingBase.rotationYaw;
float var8 = par5EntityLivingBase.rotationPitch;
GL11.glRotatef(135.0F, 0.0F, 1.0F, 0.0F);
RenderHelper.enableStandardItemLighting();
GL11.glRotatef(-135.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(-((float)Math.atan((double)(par4 / 40.0F))) * 20.0F, 1.0F, 0.0F, 0.0F);
par5EntityLivingBase.renderYawOffset = (float)Math.atan((double)(par3 / 40.0F)) * 20.0F;
par5EntityLivingBase.rotationYaw = (float)Math.atan((double)(par3 / 40.0F)) * 40.0F;
par5EntityLivingBase.rotationPitch = -((float)Math.atan((double)(par4 / 40.0F))) * 20.0F;
par5EntityLivingBase.rotationYawHead = par5EntityLivingBase.rotationYaw;
GL11.glTranslatef(0.0F, par5EntityLivingBase.yOffset, 0.0F);
RenderManager.instance.playerViewY = 180.0F;
RenderManager.instance.renderEntityWithPosYaw(par5EntityLivingBase, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F);
par5EntityLivingBase.renderYawOffset = var6;
par5EntityLivingBase.rotationYaw = var7;
par5EntityLivingBase.rotationPitch = var8;
GL11.glPopMatrix();
RenderHelper.disableStandardItemLighting();
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glDisable(GL11.GL_TEXTURE_2D);
OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
====== END =======
To:
===== START ======
public static void func_110423_a(int par0, int par1, int par2, float par3, float par4, EntityLivingBase par5EntityLivingBase)
{
GL11.glEnable(GL11.GL_COLOR_MATERIAL);
GL11.glPushMatrix();
GL11.glTranslatef((float)par0, (float)par1, 50.0F);
GL11.glScalef((float)(-par2), (float)par2, (float)par2);
GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
float var6 = par5EntityLivingBase.renderYawOffset;
float var7 = par5EntityLivingBase.rotationYaw;
float var8 = par5EntityLivingBase.rotationPitch;
float savedHeadYaw = par5EntityLivingBase.rotationYawHead;// <----- ADDED THIS LOCAL VARIABLE FOR STORING CURRENT HEAD ROTATION
GL11.glRotatef(135.0F, 0.0F, 1.0F, 0.0F);
RenderHelper.enableStandardItemLighting();
GL11.glRotatef(-135.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(-((float)Math.atan((double)(par4 / 40.0F))) * 20.0F, 1.0F, 0.0F, 0.0F);
par5EntityLivingBase.renderYawOffset = (float)Math.atan((double)(par3 / 40.0F)) * 20.0F;
par5EntityLivingBase.rotationYaw = (float)Math.atan((double)(par3 / 40.0F)) * 40.0F;
par5EntityLivingBase.rotationPitch = -((float)Math.atan((double)(par4 / 40.0F))) * 20.0F;
par5EntityLivingBase.rotationYawHead = par5EntityLivingBase.rotationYaw;
GL11.glTranslatef(0.0F, par5EntityLivingBase.yOffset, 0.0F);
RenderManager.instance.playerViewY = 180.0F;
RenderManager.instance.renderEntityWithPosYaw(par5EntityLivingBase, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F);
par5EntityLivingBase.renderYawOffset = var6;
par5EntityLivingBase.rotationYaw = var7;
par5EntityLivingBase.rotationPitch = var8;
par5EntityLivingBase.rotationYawHead = savedHeadYaw;//<------ ADDED RESTORING HEAD ROTATION
GL11.glPopMatrix();
RenderHelper.disableStandardItemLighting();
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
GL11.glDisable(GL11.GL_TEXTURE_2D);
OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
====== END =======
That's all. Fixes both for player and horse.
Moderators, please put code in code tag _
Sorry for long comment
Can confirm also on PC with Intel Core 2 Duo. (Graphics is embedded, too)
Crash report
Can confirm on Minecraft 1.5.2. After ~10minutes of night vision -> blackout. This happens only on intel videocards (has two computers with Intel HD Graphics, it happens, has three computers with ATI, not happens)
OK.
This mod is not changing behaviour of pistons! It's a minimap with quick actions. Not more.
Updated to 1.5.2, still happens....
Mob death sounds when no anyone kill them, block breaks when i alone on over 5000+ coord on empty server and not break anything is ambient sounds?
Force crash
Never noticed on my notebook with ATI graphics card.