mojira.dev

angel96444

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Removing Ore UI altogether or making it optional would fix this issue, developers should redesign JSON UI instead of switching to an engine that is worse in every single way, it can’t even be customized unlike JSON UI which is fully data-driven and is easy to modify with resource packs.

There is nothing wrong with hand sway on Bedrock, it’s perfect, on Java it has lazy implementation which wasn’t changed ever since it was added in beta 1.8, it doesn’t have interpolation and instead of trying to actually make it look smooth and nice they just changed intensity to 0.1F, while on Bedrock developers kept intensity 1.0F, which means that its movement is synced with the camera movement, added interpolation and clamping, and it looks beautiful.

The current Bedrock XP bar fits the game art style, unlike the old texture that is still used on Java, which is just a harsh noise pattern, the only actual issue with it is that it’s asymmetrical.

The one on Java looks weird, breaking overlay on Bedrock is perfect, it looks like actual cracking and has a bit more transparent shadow below it to simulate depth, while on Java that shadow is brighter than the original block for some reason, which doesn’t make any sense, even in compare to breaking overlay texture itself, also breaking overlay on Java is broken on the ice blocks, and is applied twice on grass block sides, and none of these issues are in Bedrock, in my opinion overlay is broken on Java and not on Bedrock.

It honestly looks broken and stiff on java, and on bedrock it looks nice, it’s also iconic and been that way since the beginning

I'm 99% sure that this is impossible to fix without going back to JSON UI which they won't do, sadly, because Ore UI is literally HTML page on top of the game window, it uses CSS, it has the same performance as any website in the browser, and is not likely to be possible to fix, the best thing developers can do is revert to JSON UI and just redesign it, not only that will result in a better performance but also will bring back customization for the new menus, because Ore UI is hardcoded, and even if it wasn't, its code is still just too complicated in compare to JSON UI.

Ore UI is the most disappointing thing they ever added to Bedrock so far, it's worse than render dragon, because Render Dragon at least has some workarounds to fix performance and make it almost identical to DirectX11, while Ore UI doesn't have any, and is a downgrade in every way, I already said two examples in the first half of the comment.

You should make a bug report for Java Edition too, because on Bedrock it has same volume as on Java, to make it sound good you need to change volume of it to 7.5 on Java, I don't know about Bedrock but probably something around that too

@unknown That is not true. Data-driven items are attachable items, and they have nothing to do with these broken ones, animations are broken for all non-data-driven items that use format 1.16.100 and higher, if you use 1.16.0 as file format for example, then animations will be normal, and data-driven/attachable items have broken animations, but in a different way, they use data-driven molang animations that can be modified with resource packs, they are just simply unfinished, but animations for items with 1.16.100+ format are in fact broken, and they are NOT data-driven/attachable, that's an entirely different item type, apple is the only item that uses 1.16.100+ format and has data-driven behavior, simply, normal item are format version 1.16.0- and broken ones are 1.16.100+ hopefully that explanation makes sense

If this is not intended or is going to be changed, please make it either a bit less intense but more intense than on Java, so it's more noticeable, or just add slider in accessibility settings which scales from 0% to 100%, obviously the lowest value is no movement at all and highest is the one that is currently used, so that way everyone will be able to adjust hand sway to their preference separately from view bobbing option, so everyone can be happy.

@unknown What exactly do you mean by "nauseating camera animation"? Camera bobbing doesn't play twice it's just different from 1.12.1 for some reason even though camera animations weren't made data-driven, if you're referring to hand sway when turning, they should either make it a bit less intense but more intense than on Java, so it's more noticeable, or just add slider in accessibility settings which scales from 0% to 100%, obviously the lowest value is no movement at all and highest is the 0.13.0 one that is currently used, so that way everyone will be able to adjust hand sway to their preference separately from view bobbing option, so everyone can be happy.

@unknown Including that file in the resource pack literally breaks the whole persona service for no reason, can you please explain how is that intended?

@unknown spyglass trident and crossbow are attachable items, they simply have unfinished animations, and their geometry is broken that's why they bob diagonally instead of up and down which they supposed to do according to the data-drven animation which is also wrong

@unknown There is bobbing animation in player.entity.json and one that you mentioned, they both play at the same time when you walk

@unknown Yes, I'm sure this is what they mean, I didn't find any of these biomes in that file, and water color is the same across these 1.18.0 biomes instead of having their own unique color.

Here is a simple resource pack that I made that fixes this issue, I made a separate texture file for experience bar to make sure nothing will break (for example loading screen) and redesigned it to be perfectly symmetrical while still using a new texture of it that was added in 0.16.0, also I redesigned horse jump bar to be consistent with the new experience bar texture.

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Here is a simple resource pack that I made that fixes this issue, I made a separate texture file for experience bar to make sure nothing will break (for example loading screen) and redesigned it to be perfectly symmetrical (in a better way than the old texture) while still using a new texture of it that was added in 0.16.0, also I redesigned horse jump bar to be consistent with the new experience bar texture.

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@unknown It is parity thing, nobody ever said that developers can't change texture in the game, Java XP bar texture looks silly and is literally the ugliest texture in the game after OG gravel, it's completely unfitting and looks like it was taken from a different game, before texture update it was ok because game didn't have any specific style at the time, but now it does, and Bedrock XP bar follows it and perfectly fits in the game, and instead of using random noise and ugly gradient it actually has pattern and uses limited color palette which matches game art style, and makes it match other HUD elements for example hearts, the only thing that is wrong with Bedrock's XP bar is that it's asymmetrical which easily can be fixed, and once that will be fixed it should be added to Java and horse jump bar also should be changed to match new texture, obviously this change is intended, it's impossible to accidentally draw perfect texture an overlay for it and make game use it by changing HUD code a little bit, thinking that this is actually a bug and Java XP bar is better (which is not) is just silly,

@unknown It makes persona work because doing this breaks player.entity.json completely and the game just ignores it, so the result will be the same if you just remove that file from resource pack folder

Also this bug report is technically invalid because clouds on Bedrock we're like this ever since they have been added, which was obviously before buzzy bees update,

@unknown Java clouds literally cut-off in distance without any fade and are covered with ugly broken fog, and on Bedrock they smoothly fade, if Java clouds are good then explain why every single shader makes them look like Bedrock ones, and even most popular optimization mod changes them to look like they do on Bedrock, this is surprising that someone actually likes these weird Java clouds, they are obviously broken, they literally don't have any smooth transition and just cut-off at distance

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