Partago
- Partago
- partago
- Europe/Stockholm
- Yes
- No
I made a resourcepack with changed sounds and music.
However, at the momentthe new music was implemented,Minecraft played the normal music when the resourcepack was opened, not the changed music I made.What I expected to happen was...:
I expected Minecraft would play the music of the resourcepack under "sounds/music" or "sound/music" or just "music" in the resourcepack folder (I changed the music in all folders).What actually happened was...:
The Original music of the game was played, even when the resourcepack was loaded.Steps to Reproduce:
1. Make a resourcepack
2. Change the music files in the music folder
3. Play Minecraft to hear they didn't change at all.I made a resourcepack with changed sounds and music. It worked fine until the new music was implemented in vanilla Minecraft. Minecraft played the normal music when the resourcepack was opened, not the changed music I made.
What I expected to happen was...:
I expected Minecraft would play the music of the resourcepack under "sounds/music" or "sound/music" or just "music" in the resourcepack folder (I changed the music in all folders).What actually happened was...:
The Original music of the game was played, even when the resourcepack was loaded.Steps to Reproduce:
1. Make a resourcepack
2. Change the music files in the music folder
3. Play Minecraft to hear they didn't change at all.
At specific block models, like stairs or slabs, does the smooth lighting seem "mirrored", causing sharp edges. If you look closely at the stairs on the image I attached, you can see the smooth gradient mirrored of how it should be. It is more clear when using a texture pack. This is not only the case when using stairs, but also slabs, tree logs, quartz pillars and actually almost every block except the normal block model.
Smooth Lighting has been set to "Maximum".
When placing two cobblestone slabs ontop of eachother, it should create a cobblestone double slab. Instead, it has the texture of a double stone slab. This is only the texture though, when breaking a cobblestone double slab it still drops two cobblestone half slabs.
EDIT: It occurs at every slab except wooden ones.
When making custom block models, a model element that is rotated by 22.5 or 45 degrees in every direction is constantly rendered as if it is at light level 0, no matter what the actual light level is. "ambientocclusion" set to "
true" seems to amplify the effect.When making custom block models, a model element that is rotated by 22.5 or 45 degrees in every direction is constantly rendered as if it is at light level 0, no matter what the actual light level is. "ambientocclusion" set to "false" seems to amplify the effect.
When making custom block models, a model element that is rotated by 22.5 or 45 degrees in every direction is constantly rendered as if it is at light level 0, no matter what the actual light level is. "ambientocclusion" set to "false" seems to amplify the effect.
EDIT: This is only the case at solid blocks, it does not occur at transparent blocks.
When making custom block models, a model element that is rotated by 22.5 or 45 degrees in
every direction is constantly rendered as if it is at light level 0, no matter what the actual light level is. "ambientocclusion" set to "false" seems to amplify the effect.EDIT: This
is only the case at solid blocks, it does not occur at transparent blocks.When making custom block models, a model element that is rotated by 22.5 or 45 degrees in any direction is constantly rendered as if it is at light level 0, no matter what the actual light level is. "ambientocclusion" set to "false" seems to amplify the effect.
EDIT: This seems to only be the case at solid blocks, it does not occur at transparent blocks like leaves.
When making custom block models, a model element that is rotated by 22.5 or 45 degrees in any direction is constantly rendered as if it is at light level 0, no matter what the actual light level is. "ambientocclusion" set to "false" seems to amplify the effect.
EDIT: This seems to only be the case at solid blocks, it does not occur at transparent blocks like leaves.
Added screenshots.
Even though this isn't really high priority, I do feel the need to notify it, as I did not find any other reports about this problem.
In Minecraft, the sounds that are far away from the player seem too intense. And when the sound is played a bit further away, it abruptly gets quiet (See graph 1). This has to do with the fact that Minecraft uses a linear way of calculating sound intensity for the distance. In real life, it is more like a curve. See attached graphs.
It's just a minor thing, and easy to fix, but still a noticeable flaw.
EDIT: This is what the calculation should be:
SoundVolume = 1 / ( Distance^2 - 1 )
This creates a curve similar to graph 2. SoundVolume = 1 means 100%, 0.5 means 50% etc.
When Distance is 0, SoundVolume is 100%. When the distance increases, the SoundVolume decreases.
This shouldn't be too hard to implement.
Even though this isn't really high priority, I do feel the need to notify it, asI did not find any other reports about this problem.In Minecraft, the sounds that are far away from the player seem too intense. And when the sound is played a bit further away, it abruptly gets quiet (See graph 1). This has to do with the fact that Minecraft uses a linear way of calculating sound intensity for the distance. In real life, it is more like a curve. See attached graphs.
It's just a minor thing, and easy to fix, but still a noticeable flaw.
EDIT: This is what the calculation should be:
SoundVolume = 1 / ( Distance^2 - 1 )
This creates a curve similar to graph 2. SoundVolume = 1 means 100%, 0.5 means 50% etc.
When Distance is 0, SoundVolume is 100%. When the distance increases, the SoundVolume decreases.
This shouldn't be too hard to implement.
I did not find any other reports about this problem, so here it goes:
In Minecraft, the sounds that are far away from the player seem too intense. And when the sound is played a bit further away, it abruptly gets quiet (See graph 1). This has to do with the fact that Minecraft uses a linear way of calculating sound intensity for the distance. In real life, it is more like a curve. See attached graphs.
It's just a minor thing, and easy to fix, but still a noticeable flaw.
EDIT: This is what the calculation should be:
SoundVolume = 1 / ( Distance^2 - 1 )
This creates a curve similar to graph 2. SoundVolume = 1 means 100%, 0.5 means 50% etc.
When Distance is 0, SoundVolume is 100%. When the distance increases, the SoundVolume decreases.
This shouldn't be too hard to implement.











This bug also applies to Minecraft snapshot 14w30c:
When I tp out to a far place (outside of current loaded chunks) it doesn't unload the inactive chunks and the new chunks don't appear (only if you wait a minute or two).
I added screenshots and the affected model (birch_log)
MC 51363 is not what this is about: It's about shade here. Not holes in the ground (for which I have found a solution). Even when I make the tree trunk larger than the block itself (I thought that the shadow might be caused by the element being inside the block), it's still in shadow.
Also, non-cubic blocks are definitely supported, it was a feature, right? It renders properly, apart from the shadow only.
Indeed, a low pass filter would help A LOT, and is actually a great idea. Being a programmer myself, I do not see much difficulties in changing the sound emulator to a curve, but with both effects the result would be amazing! Really, really nice idea, actually.
I understand if they don't address the problem of sound obstruction (it's hard to fix, and not this particular bug), but AT LEAST they could try improving current sound mechanics. It would definitely help getting the harshness off the sounds, but it would also feel much more natural. Right now, you only listen to sound direction, not so much distance. It feels flat and uncomfortable.
This issue still exists in Minecraft Snapshot 15w49b.