Ksenofontov Alexander
- sashok724
- sashok724
- Europe/Stockholm
- Yes
- No
When piston is closing, i view this texture glitch...
When piston is closing, i watch this texture glitch...
(Sorry for my English)
After i updated my server to 1.5.1 (vanilla), sometimes Minecraft sounds taken from nowhere. For example, i have been in normal world (first dimension) and I hear the sound of screaming Ghast. It's not frequent, but it's very annoys me and my players.
I not tested this bug on 1.5.2, but I'm sure it's there.Sorry for my English, I from Russia.
After i updated my server to 1.5.1 (vanilla), sometimes Minecraft sounds taken from nowhere. For example, i have been in normal world (first dimension) and I hear the sound of screaming Ghast. It's not frequent, but it's very annoys me and my players.
UPD: On 1.5.2 same
Sorry for my English, I from Russia.









It's not a duplicate,
MC-11217is about anvil, it's bug about sand.Force crash
Mob death sounds when no anyone kill them, block breaks when i alone on over 5000+ coord on empty server and not break anything is ambient sounds?
Updated to 1.5.2, still happens....
This mod is not changing behaviour of pistons! It's a minimap with quick actions. Not more.
OK.
Can confirm on Minecraft 1.5.2. After ~10minutes of night vision -> blackout. This happens only on intel videocards (has two computers with Intel HD Graphics, it happens, has three computers with ATI, not happens)
Crash report
Can confirm also on PC with Intel Core 2 Duo. (Graphics is embedded, too)
Very easy to fix. Mojang forgot restore after rendering the rotationYawHead field in entity class.
From (Class "GuiInventory" by MCP mapping):
===== START ====== public static void func_110423_a(int par0, int par1, int par2, float par3, float par4, EntityLivingBase par5EntityLivingBase) { GL11.glEnable(GL11.GL_COLOR_MATERIAL); GL11.glPushMatrix(); GL11.glTranslatef((float)par0, (float)par1, 50.0F); GL11.glScalef((float)(-par2), (float)par2, (float)par2); GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F); float var6 = par5EntityLivingBase.renderYawOffset; float var7 = par5EntityLivingBase.rotationYaw; float var8 = par5EntityLivingBase.rotationPitch; GL11.glRotatef(135.0F, 0.0F, 1.0F, 0.0F); RenderHelper.enableStandardItemLighting(); GL11.glRotatef(-135.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-((float)Math.atan((double)(par4 / 40.0F))) * 20.0F, 1.0F, 0.0F, 0.0F); par5EntityLivingBase.renderYawOffset = (float)Math.atan((double)(par3 / 40.0F)) * 20.0F; par5EntityLivingBase.rotationYaw = (float)Math.atan((double)(par3 / 40.0F)) * 40.0F; par5EntityLivingBase.rotationPitch = -((float)Math.atan((double)(par4 / 40.0F))) * 20.0F; par5EntityLivingBase.rotationYawHead = par5EntityLivingBase.rotationYaw; GL11.glTranslatef(0.0F, par5EntityLivingBase.yOffset, 0.0F); RenderManager.instance.playerViewY = 180.0F; RenderManager.instance.renderEntityWithPosYaw(par5EntityLivingBase, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F); par5EntityLivingBase.renderYawOffset = var6; par5EntityLivingBase.rotationYaw = var7; par5EntityLivingBase.rotationPitch = var8; GL11.glPopMatrix(); RenderHelper.disableStandardItemLighting(); GL11.glDisable(GL12.GL_RESCALE_NORMAL); OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit); GL11.glDisable(GL11.GL_TEXTURE_2D); OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit); } ====== END =======To:
===== START ====== public static void func_110423_a(int par0, int par1, int par2, float par3, float par4, EntityLivingBase par5EntityLivingBase) { GL11.glEnable(GL11.GL_COLOR_MATERIAL); GL11.glPushMatrix(); GL11.glTranslatef((float)par0, (float)par1, 50.0F); GL11.glScalef((float)(-par2), (float)par2, (float)par2); GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F); float var6 = par5EntityLivingBase.renderYawOffset; float var7 = par5EntityLivingBase.rotationYaw; float var8 = par5EntityLivingBase.rotationPitch; float savedHeadYaw = par5EntityLivingBase.rotationYawHead;// <----- ADDED THIS LOCAL VARIABLE FOR STORING CURRENT HEAD ROTATION GL11.glRotatef(135.0F, 0.0F, 1.0F, 0.0F); RenderHelper.enableStandardItemLighting(); GL11.glRotatef(-135.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-((float)Math.atan((double)(par4 / 40.0F))) * 20.0F, 1.0F, 0.0F, 0.0F); par5EntityLivingBase.renderYawOffset = (float)Math.atan((double)(par3 / 40.0F)) * 20.0F; par5EntityLivingBase.rotationYaw = (float)Math.atan((double)(par3 / 40.0F)) * 40.0F; par5EntityLivingBase.rotationPitch = -((float)Math.atan((double)(par4 / 40.0F))) * 20.0F; par5EntityLivingBase.rotationYawHead = par5EntityLivingBase.rotationYaw; GL11.glTranslatef(0.0F, par5EntityLivingBase.yOffset, 0.0F); RenderManager.instance.playerViewY = 180.0F; RenderManager.instance.renderEntityWithPosYaw(par5EntityLivingBase, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F); par5EntityLivingBase.renderYawOffset = var6; par5EntityLivingBase.rotationYaw = var7; par5EntityLivingBase.rotationPitch = var8; par5EntityLivingBase.rotationYawHead = savedHeadYaw;//<------ ADDED RESTORING HEAD ROTATION GL11.glPopMatrix(); RenderHelper.disableStandardItemLighting(); GL11.glDisable(GL12.GL_RESCALE_NORMAL); OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit); GL11.glDisable(GL11.GL_TEXTURE_2D); OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit); } ====== END =======That's all. Fixes both for player and horse.
Moderators, please put code in code tag
_Sorry for long comment
Thanks! Is @jeb_ mean 1.7 as 1.6 release?
But its unfixable. Server hasn't length of music disk files.
Yes, i can confirm it on 1.6.2 with 1.2.1 launcher.
There no updates for my graphics card since April 2013.
PS: Game behavior don't depend on Launcher.
Never noticed on my notebook with ATI graphics card.