Djfe
- Djfe
- djfe
- Europe/Berlin
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Deleted Comment:
@btw. the description contains a link to a much more detailed analysis/description of these design issues -> it's a comment on this page
quote:
Emphasized the analysis of Markku:As some new commenters do not bother to read older comments, a link back to the buried earlier comment with my analysis (in short, the reason is already known):
https://mojang.atlassian.net/browse/MC-17630?focusedCommentId=92590&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-92590



would be awesome if one programmer of mojang can look at this issue
should be pretty easy to fix I think, maybe one afternoon of integrating into the code and testing
especially because the fix has been uploaded already by thecoderaider on youtube
especially a problem on hypixel's minecraft server
if you play quakecraft and start sprinting and then the speed effect is applied afterwards it is the same:
you start changing between walking and sprinting, despite you are holding the w key
if you stop pressing any keys and start sprinting again it works
this bug is very annoying for jump parcours, too, if you need to sprint, but it will fail (sometimes)
but you need to install a mod and it's not a fix
it just by-passes the problem by putting sprinting on a different key from walking...
hope a mod (tails) will see this again and pushes this issue again
it's really annoying and a lot of users I know are experiencing it (look at the list of duplications)
if everybody who experiences this issue would vote for it...
well I just drifted away
don't want anybody to feel obliged but please hurry a bit to include a fix in MC 1.6 or a small bug fix release after that
still no fix
would be awesome if Mohjang could just implement Kabo's fix
probably as another graphic option: item frames -> fast/fancy
(because he says that there are probably something like 2 Pixels different for each frame (but you normally don't see a difference))
fix it pls
@Tilman Berres the thread creator panda explained it in his video:
the offset has nothing to do with the player's delay
it is caused by the different coordinatesystems
the coordinates of the nether portal are multiplied by 8, you get spawned in the world at this coordinates and then the server sets you into the portal, which can be offset by -8 to +8 in x and z and any value in y
you get spawned first and then the offset happens so that you land in the portal you have to be spawned in
but all other players' clients that are around just get to know that where you spawned without any further notification afterwards about an offset that gets applied
if the portal was created in the nether instead of the overworld then there can only be an offset in the y coordinate, if there are blocks in the way at the specific y coordinate, so it is more likely that there is no offset
but most of the time there is one...
this fix cares about the offset before the player is spawned -> fixed really easy
just watch the mindcrack server episodes
they had lots of problems, too
docm for example fixed it by placing a villager nearby to catch them all, but the villager is behind carpets, for the zombie ai this looks like there is a way through them and so they just don't stop running against it and a huge crowd is building up
I think if there is no way in for the mobs the server just keeps searching and searching for a way in because you got in there, too probably a non-ending loop...
btw. if they track you and the only way in (for example) a fenced area is through 2 carpets on top of each other (not stacked but the top one in the air) they would even try to catch you or a villager if there is a cactus on the ground
@mod look at this thread pls: http://www.spigotmc.org/threads/new-1-6-zombies-lag-hard.3598/
the thread creator has posted a link to bukkit statistics of his server and they clearly show that there is a huge lag caused by the zombies
EDIT:
@btw. the description contains a link to a much more detailed analysis/description of these design issues -> it's a comment on this page
quote:
Emphasized the analysis of Markku:
As some new commenters do not bother to read older comments, a link back to the buried earlier comment with my analysis (in short, the reason is already known):
https://mojang.atlassian.net/browse/MC-17630?focusedCommentId=92590&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-92590
yes, this effects single player as well because of the internal server which was added some versions ago to make the lan game option
it's just with more players wider areas are loaded and so the server has to compute probably even more for the zombie ai
they could not only save structures but biom data, too (in every chunk or block), so that there are not too drastic changes in the old part of the world
btw. haven't they already made a change so that the biomdata gets saved somewhere (you can edit it in mcedit, I think)?
why shouldn't he take a look at Kabo's solution if he doesn't find one on his own!?
that's just more work for him and probably not the best solution if Kabo has an "easy" solution and he wants to make a "hard" one
@Th3F4114n0n3 good explanation, but Kabo has programmed it to implement it into Minecraft and not to cause an issue
" the colaborate with the mod maker and work on a happy medium for the addition" thats what Kabo wants to do: help Mojang to fix it -> they can write the code together
@Torabi right but they could work together and set up a contract between Kabo and Mojang that Kabo gives them all the rights to using and modifying his code without naming him or something
good example and explanation on yt:
http://www.youtube.com/watch?v=l33lC2sepBk
@tim gunderson: that is probably a map issue and has nothing to do with this bug (because your problem existed also in 1.6.2)
and you have to load all structures you want to get saved in mc 1.6.3 by moving into the chunk/area
then they are working again in 1.7 (docm77 made a video that prooves: the fix is working)
it is fixed as far as it is possible -> just switch to the sprint button
the double tap cannot get fixed because the issue is there by design
the server has to verify whether sprinting is correct now and checks the players movement (prevent hacking), the issue is caused by the latency between the server and the player
>>the player sends the attempt to sprint, but the server takes too long to answer-> client changes to moving normally/slowly again and sends this to the server->now while the server sends the message that the client is allowed to sprint it gets the new message that client has started to move normally again
>>the client starts sprinting->the client gets the message: you have to move normally again->the client moves normally again
maybe there is another solution to this, but the concept is there to prevent hacking as far as I know
possible solution: maybe you could send the client random hashes/codes that represent time stamps in a servers database (->the hashes need to be unique so that a modded client cannot fake them) so that he could verify that he makes the client moving normally although he has double tabbed the up button
bug is still in the game please release a fix
It's probably a bug/glitch caused by the server lag
so it has absolutely nothing to do with client lag/low fps on clients
and if you are talking about single player: after a certain version mc smp also uses an internal server to support lan games which always runs despite you are not playing on LAN
all in all it should be fixable
well it has something to do with the server-client connection
because the client would never put somebody or something in the floor
but the server keeps telling it to the client which may be the reason for the boobing of the animals
->they move up and down
would be interesting to see a mod which tracks the animals position used by client and the ones used by the server to determine whether the client gets wrong position by the server or whether the client messes the right position up
or if there are mistakes in both
the problem is that this doesn't always happen
you can probably enter commands in your webbrowser using a bukkit server with a http webserver plugin,
but in Vanilla only the player chat remains
I'm experiencing the same bug even in 1.7
but it has been in the game since forever
could be intersting in this context:
http://de.reddit.com/r/Minecraft/comments/1t6qn7/i_am_dinnerbone_a_minecraft_developer_ask_me/cej2h2m?context=3
the developers (namely here Dinnerbone) miss why this value affects the game "as it is only a debug value"
example code that proves that the bug is still existent:
{id:268}/summon Zombie ~1 ~0 ~1 {IsBaby:1,Equipment:[
,
{id:301},
{id:300},
{id:299},
{id:397}]}
id:397 is the skullhead
the other armor parts (leather) are only there because I'm not too familiar with data tags (was an example code to spawn mobs with armor on and I have only modified it)
EDIT: sorry for the formatting (the code was in one line, but JIRA uses some of the characters to format the text differently...)
the screenshot above (babyzombie skullhead bug.jpg) has been made with the latest snapshot: 14w05b
@[Mod] Kumasasa Pls don't prejudge this issue. It hasn't been fixed, yet. (as far as I know)
Just because the value isn't directly visible anymore that doesn't mean the issue is fixed (the lc-value is likely to be used in the background still)
Code Raider already said it above: this makes it even harder to explain
pls wait for a response from a Mojang developer before closing this issue.
Dinnerbone said that he wanted to take a look at this if there is time.
Thx for linking to the reddit comments Stefan Mereuta
Wasn't able to reply until now...
To quote the important part:
"Yes. LC is the lowest chunk section generated, and we never remove sections/chunks/regions. It goes up not down. That things use this instead of lowest empty chunk is a different matter entirely and that should be considered the bug here, which will be fixed."
proof/source?
OK might be fixed now but I would still want one of the Mojang developers to confirm this because I haven't found anything about it in the changelogs.
(I looked them through today, might be that I skipped it accidently though)
@Christopher I think it's funny, that this is bug no. 119 -> one of the oldest bugs in mc.
(we are far in the thousands of bug reports already)
At least one of the oldest that isn't fixed, yet.
Hopefully this gets fixed soon.
I'm not sure if this is related to the multiplayer bug where someone is in the floor/up in the air.
Actually I have only seen it happening on the hypixel server (quakecraft) where the client showed people flying several blocks in the air or where in the ground.
You would need to aim for the ground to hit them although it looked like they are flying. (might be - but I hope not - mod related, but I'm only using optifine)
@karst van galen last
that is just a visual glitch because of the huge amount of entities that push each other
this issue is more about mobs/etc. walking in the ground for a longer amount of time, I think
pls correct me if I'm wrong
at least I think that both issues have different causes
I don't think player sinking is related to mobs sinking at all.
player sinking is probably caused by client/server-lag
if my internet connection is too slow I can also sink through the floor, because the client hasn't fully loaded all chunks.
the Server still sinks that I'm on top though.
Are you trying to make flying skulls or what?
still in the game (1.8.7)
still in the game 15w32c
tl;dr is the issue presented above only about jukebox or was only the initial thread about jukeboxes and this applies to a lot more sounds? (like block breaking in this case)
and I'm sorry that I probably opened another thread for this but I wasn't able to find the thread you marked as a duplicate through the search :/
Thank you for fixing it!
I wonder whether he found the reason for the buffer overflow.
anyways now the only thing preventing Panda's mushroom cows from being happy in his farm is:
MC-50367@CubeTheThird seems like you don't know how pistons interact with slime blocks ^^
it won't move the obsidian, but it also won't get stuck on it
like on furnaces, chests, etc.
but the armor stand should have been moved to the left
-> the picture shows the piston after it has been moved already -> the armor stand is suddenly inside of the slime block
maybe the remaining bug reports that are describing behaviour caused by this issue should be closed as well (all bugs in section 5, for example
MC-10)ups, I'm sorry for not comparing the dates/file names.
A video demonstrating the "fix" for this bug, which shows the laggy and not laggy rendering in comparison
https://www.youtube.com/watch?v=KGPwPC7u03w
yeah the people in the video's comments just told me the same: it's another bug and also that the video's bug was already fixed (but in a later version than the one used in the video) so just ignore the video I posted it's only related in the aspect you just mentioned
that there are unneccessary float casts that should be removed (but might be caused by the compiler and are better visible in MCP translated minecraft code)
just use the settings to set the version to the one that still functioned correctly and play the game.
you aren't forced to play a newer version of the game and all older versions are still available
EDIT:
just go to settings, activate historical versions and create a new profile
I think normal blocks look rather fine
at least in comparison to entity names and ender chests (I added a screenshot from the hypixel server above)
(maybe there is further stuff, but I'm unwilling to test this further since it hurts a bit to look at this for too long)
For me it was enough to relog into my Microsoft account within the minecraft launcher.
I clicked on the second account entry of my "old" mojang account, then on login with microsoft account, then entered credentials.
Worked. (I have both entries microsoft account and mojang account even though it's the same license, I already my Microsoft and Mojang accounts)
The error code shouldn't appear though.
Maybe show a login page instead? (or try to regain the login from the xbox identity provider, I'm logged in after all when I enter the xbox app)