mojira.dev

Ultimate Omicron

Assigned

No issues.

Reported

MC-64019 Items move in hand when their count or damage changes Duplicate MC-62199 Crash changing Vsync ingame Duplicate MC-8281 Positive Y speed discarded upon exiting loaded region Incomplete MC-7148 Block damage is reset when stack count changes. Duplicate MC-6584 Y capped during uber cannon launch Works As Intended MC-3567 SMP: Lang issue with Anvils Duplicate

Comments

Confirmed on latest 1.8.1 pre3 using tnt player cannon.

It's very difficult to reproduce now that chunks load really fast but it's still there.

Well this is bad. Bumping for visibility.

I will now try to find a sequence of ingame actions that crashes the server, and try to automate that.

Yeah, this is a major problem for remotely managed or zero-config servers. Specially since sometimes the server will overload and then the target machine is saturated, preventing remote connections to stop the server.

Hmm, If this is not fixed for release I might have to rely on a separate tool to shutdown the server from inside. I have been using a Game Maker executable to kill java when it finds a passphrase on the server logs to accomplish this. Might write a dedicated tool on a more appropriate platform.

If command blocks could run all commands this would not be a problem too.

Was this fixed? I am currently using a sniffer to manually kill the server due to being unable to stop from inside.

Also happens for me on latest (32b, 32c crashes everyone for me) when there are online players.

This makes zero-maintenance batch-restarters useless, because when I remotely /stop I'm still online and it locks up, requiring me to get to the physical machine.

If command blocks could /stop, this would have a workaround.

A usable workaround, though, would be to have a sniffer program look up a magic word on server log files and kill java when it finds that.

Yep, that's the same issue, even though each report focuses on a different part of the problem. Thanks!

Did you check your FOV option?

Issue much more noticeable in latest snapshot's remote multiplayer.

I bet this is too difficult if not impossible to reproduce in latest due to extreme optimizations. Besides, cannons that explode so violently aren't even a concern as they somewhat break the expected game behavior and instantly kill anything with health in a 20 block radius from it.

I will, though, try and recover my cannon map and attempt to recreate this issue. I'll have to rebuild it because a piston timing issue in a recent snapshot destroyed the cannon. Hang on.

e> using a /fill cannon I managed to reproduce the problem with view distance set to 2 and 150 tnt charges.

Confirmed for Radeon HD 5570.

The launcher threw me here so I didn't know what to do, sorry.

The piston head could very well be modified into a useable block for creative mode, but that's more of a feature request than anything.

It actually looks pretty good. If only it didn't cover a part of the map.

Again, depends on the keyboard. Many nonstandard keyboards like laptop or wireless devices have a lower simultaneous key limit, and the spacebar is a key that usually demands more. So you can't usually combine more than 3 keys if one is the spacebar.

If the mouse button is participating in the problem, then you might have either a laptop setup where the keyboard and mouse participate in the same ps2 connection or a wireless relay with the keyboard as middleman.

Just throwing ideas.

Forgot to say; Reconfirmed in latest.

In 13w07a, directly pointing a comparator on normal mode at a self-resetting BUD causes the BUD to blink. Setting the comparator to subtract mode stops the pulsing.

Disable threaded optimization globally, not just for javaw.exe. Fixed for me.

The map file attached to MC-6584 can display this effect. After i precised the true cause of the problem in that issue, i made a new issue to better illustrate the error and a possible fix.