mojira.dev

Norbert ofcNOT

Assigned

No issues.

Reported

MC-112357 banners ignoring colours when textures are above 128px size Duplicate MC-79520 Banners in 64px resource pack not working Duplicate MC-74404 [Solved] MC crash after placing slabs, unable to load world now Invalid MC-38765 Invisible water in cauldron Duplicate MC-19896 Font messed up + some animations broken Duplicate MC-11600 partial transparency gets opaque in F1 mode Invalid

Comments

yeap... that's all what you can do... delete my posts...
how low.

Maybe if you don't tag it as RESOLVED with invalid argument your request would be in place.
So we should not create bug reports, about bugs, that Mojang employees tag it as resolved, despite their are not resolved?
If resolved stands for Ignored, that gives sense...

the bug is still present.
I just noticed that the textures work with 128x128 px size.
they are not working with 256x256px - on that resolution the banners use the banner_base.png but ignore the colours.

I have tried this in mc v 1.11.2 @8. january 2017
I have used the * * * default MC banner_base.png * * * and resized it from default 64px to 128px... worked well in game.
When I resized it to 256px it broke like described above.
When I downsized it again to 128px it was working again pretty well.

So Techy4198 and all those that keep arguing with that bs that one need to use same size and colour depth... THAT'S NOT FIXING IT.

Sorry Techy4198... I have far different experience. and not just me ^^
Although my bug report I posted to this site was tagged as duplicate of this one... despite that it has nearly nothing to do with this posted here, but OK... I did not awaited any other move, not yet making them the effort to read it at all, so nvm πŸ˜‰
it is not about java, nor 32bit colro depth, nor resolution. but ok... mine is duplicate so issue solved πŸ˜‰
oh... and minecraft has no support for HD entities anyways πŸ˜ƒ
maybe GRUM works on some another minecraft we do not know...

It doesn't works for me at all... no matter the banner file sizes be exactly same or not. And yes, I have edited even the banner_base.png.

but why do I complain at all... when Mojang gives a !@#$
Whenever they are lazy to make something properly, they just use the phrase: "We do not support..."

Still the best parts is: "We do NOT support HD for entities" πŸ˜ƒ ORLY? πŸ˜ƒ Then allow us, dear GRUM to inform you about game you are developing, that it supports HD entities for already several YEARS.
/facepalm

LOSERS.

just as I said, thanks for proving me I was right πŸ˜‰

but it was worth at least a try, right?
/shamefull

Confirmed, it is related to MCPatcher.
I have loaded the map w/o problems when using only plain vanilla mc w/o mcpatcher.

I has MCPatcher applied.

I will post into MCPatcher thread just in case it was caused by that, just in case...

to left empty cauldron
to right ... filled cauldron with water (notice the few dots of pixels = thatΒ΄s all I see from my water in a cauldron...)

well... that screenshot at least shows some water... but for me I see no water at all... just 1-3 pixels... (only in cauldron... the water is otherwise rendered correctly) O_o
attached a screenshot of my own rp.

I have attached the water files - transparent water in cauldron

Excuse my stupid question, but how is it supposed to be fixed? As I have still invisible water in cauldron ... in mc v.1.7.2 release...
Do I have to fix it myself in my pack?

I made as you requested... sir...

despite the fact that it is not my job, but nvm...

I edited the DEFAULT armor helm in MINECRAFT.JAR, the face should be visible partialy darkened by black "shadow"... but as you can see it is not transparent just fully opaque.

again...

I... opened the /.minecraft folder
run the minecraft.exe file
login...
choose my TP...
open single player
create a new map in 1.5 pre-release
enter the map
equip the armor (creative mode)
I press the F2
I press F1... then F2
hit ESC
Save and Quit
Quit Game

upload the files here

I did not used MC Patcher, Optifine, Magic Launcher, or anything else... (applies for 100% to the armor screenshots with grass around)
(the paintings have been screenshoted by me already a while ago, so I do not remember if at that time I had OptiFine runing, thus I don't talk about those)

but the armor textures with grass around are taken in vanilla mc w/o any additional programs/mods or whatever

I asked a question... dunno if you ignore it or just overlook it...
Maybe if the answer is NO to that question this whole ticket is pointless...

so I ask once again... does the game actually supports partial transparency in armor files? or in paintings?

I added additional screenshots, taken few minutes ago,... from a U N M O D E D minecraft ... runing from minecraft.exe
do you see on the other screenshots any mods? I DO NOT...

orly? so you maybe can visit over by me,... and see if I DO CHEAT!

WTF is this site for? pissing on players or to solve problems?!
This is really unbelievable... so you dare to tag me a cheater now?

SPEECHLESS!
SHOULD I PROVIDE A VIDEO SO YOU CAN BELIEVE ME?
WHAT ABOUT TRYING IT FOR YOUR SELF SIR?! BEFORE YOU SPIT AROUND ON OTHERS!

Woaw! This... is really.... hillarious! ... "support"...

1st... I very well know for what are F1 and F2, F3, F5, F8 buttons...

2nd... it is not a pressure plate... it is an Armor Stand from a mod

3rd... it is not caused by modded client... that shit happens with or without the Armor stand instaled

the same shadow transparency issue happens with Paintings if placed on wall (=opaque backgroud)...

Dear Anon Ymus, maybe you should re-read the reported issue so you can actually say something usefull to the theme, but maybe you just missed the topic, as what you "answered" has no sentence with the ticket... GJ

updated

so it gets even more interesting...
I repeated the proces in UNMODED mc as you requested, ... the armor helm was rendered with opaque textures, no matter the F1 mode on/off.

So I would rather ask, if the game actually supports partial transparency at all in Armor files?
But then I have no idea why before if worked as seen on the screenshot... well... idc

I also add the Paintings screenshot with even more weird behavior by partial transparent textures (they get opaque by change of the view angle, etc. but if you look at a specific angle at the painting with a partial transparent shadow around it, the shadow is rendered correctly partialy transparent).

attached a crash report as requested

I can confirm this issue...
having an unziped tp with 64px lava/water animations of 128 or 256 frames
using snapshot 13w09c

flowing lava and water have worked weird/broken/incorrect when I had their txt files filled with numbers
the blocks animated, but at some point they stopped, seemed as lag, but it was just the animation frozen, after some time it started over again from 1st animation frame.
(ie. I have animations with 128 frames, but despite that I had written 0-127 frames in txt, it only animated like 30, then it "stopped" until it reached the last 127th and after it the animation repeated from start)
the txt file looked like this:
0
1
2
...
up to 127, resp. 255

when I deleted the whole "text" - numbers within the txt the animations started to work properly and all 128, resp. 256 frames got animated.

I can provide the txt and clock png if needed.

thx for pointing me at it.