Matt
- exuberance88
- exuberance88
- Europe/Stockholm
- Yes
- No
4 issues
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Deleted Comment:
EDIT: whoops, posted in wrong bug
Changed Description:
While under the effect of a night vision potion, enemies no longer flash red upon taking damage.
UPDATE: This only occurs if the mob is in a location that would normally be dark (such as an unlit cave) if you didn't have night vision. It works correctly in well lit areas.





I installed Java 7, and I'm still getting crashes in the Nether. This time the error message was simply:
Aborted (core dumped)
Actually, ignore my last comment. I was in the java 7 directory, but I ran java (which is still linked to java6) rather than ./java for the java7 in the current directory. I don't have much time right now, but I'll continue running around the nether for a bit and see if I get any more crashes.
Well, I ran a few loops around some nether fortresses for 35 minutes and didn't encounter a crash, so this may have fixed the issue. It's also possible that I simply got lucky as it sometimes can go a while without crashing, but chances are good that using Java 7 fixed the problem.
If that's the case, the Minecraft launcher should do a version check. System.getProperty("java.version") will give you the current java version.
This is not a duplicate as my problem is not that a crash occurs immediately upon entering the nether, but that crashes occur regularly while within the Nether.
This appears to be solved now, so you can mark it resolved if you wish. If I encounter this problem again, I will reopen the bug.
This is due to the difficulties in handing partial transparency. With opaque objects, you can use the Z-buffer to handle drawing objects in the correct order, but you can't do this with semi-transparent objects. It's quite a huge pain to implement full transparency support without huge slowdowns. In order to handle this in general, you'd need to constantly sort every primitive shape being rendered by its depth relative to the camera to see what you hit first, and even then you could have transparent objects arrange in a cyclic pattern such that there is no way to order them by depth, so then you need to split the shapes into sections until you can order them. It gets pretty ugly to implement and is incredibly slow.
Of course, in Minecraft, since everything that's transparent is a scaled cube orienting along the same plane, and two transparent objects can never intersect, subdivision would never be necessary, so a Painter's Algorithm approach to handling transparency could be implemented. That being said, I have no idea what level of control Java gives you over graphics, so this may not even by possible in a Java game, and it would still cause slowdowns. Plus, doing this would cause you do see the sides of ice blocks beside each other (even with backface culling), so he'd have to merge adjacent transparent blocks into a bigger primitive. It's a lot of work for a minor improvement that most people probably wouldn't care about.
tl;dr: it's hard to implement and so it probably never will be fixed
This bug is in Survival mode, not creative mode, so these 2 bugs are distinct, but should be merged.
Upon further experimentation, I have determined that this only occurs in low-light areas (areas that would normally be completely dark if you didn't have night vision). It works fine in well-lit areas, which is probably why you couldn't produce it.
I have updated the description with this information.
I encountered something very similar once. Once I killed the spider, the jockey graphic move sporadically around, usually at a position much higher than he should be, often teleporting around, and arrows kept flying at me out of nowhere, but from a consistent location. I attacked the location where the arrows were coming from, but was unable to kill the skeleton.
Now I'm always careful to kill the skeleton first.
I experience this issue on singleplayer frequently. Relogging fixes it, however, after relogging, all other map locations that should be marked on the map in green disappear until I get close enough to it, at which point it appears on the map again and stays there until the next glitch.