Branko
- Schmigy
- schmigy
- Europe/Ljubljana
- Yes
- No
Options menuclick sound on exitAmplified click sound on exit from options menu
After long "browsing" through submenus and options during gameplay and clicking Done after every change, there's an amplified menu click sound when escape is pressed to go back to game.
The longer or rather, the more submenus you've opened and clicked Done after, the more amplified is the sound.
In previous versions there was no sound when you pressed escape from options/menu to countinue playing.What I expected to happen was...:
I expected no sound after pressing escape to countinue playingWhat actually happened was...:
There's a loud/amplified click sound after pressing escapeSteps to Reproduce:
1. Start/load a game
2. Press escape to go to options
3. Browse the options/submenus (press Done)
4. Return to game with escape
5. Listen to (amplified) click sound
After long "browsing" through submenus and options during gameplay and clicking Done after every change, there's an amplified menu click sound when escape is pressed to go back to game.
The longer or rather, the more submenus you've opened and clicked Done after, the more amplified is the sound.
In previous versions there was no sound when you pressed escape from options/menu to countinue playing.What I expected to happen was...:
I expected no sound after pressing escape to countinue playingWhat actually happened was...:
There's a loud/amplified click sound after pressing escapeSteps to Reproduce:
1. Start/load a game
2. Press escape to go to options
3. Browse the options/submenus (press Done)
4. Return to game with escape
5. Listen to(amplified)click soundAfter long "browsing" through submenus and options during gameplay and clicking Done after every change, there's an amplified menu click sound when escape is pressed to go back to game.
The longer or rather, the more submenus you've opened and clicked Done after, the more amplified is the sound.
In previous versions there was no sound when you pressed escape from options/menu to countinue playing.What I expected to happen was...:
I expected no sound after pressing escape to countinue playingWhat actually happened was...:
There's a loud/amplified click sound after pressing escapeSteps to Reproduce:
1. Start/load a game
2. Press escape to go to options
3. Browse the options/submenus (press Done)
4. Return to game with escape
5. Listen to loud/amplified click sound
Windows XP SP3 32-bit, Java Version 7 Update 45
Windows XP SP3 32-bit, Java Version 7 Update 45;
Java Version 7 Update 51
Any mob head/skull, even custom ones, can replace a non-solid block, entity or a block with a smaller hit box than a full block, when placed inside the occupying space. Those are buttons (both), lever, tripwire hook, trapdoor, door, anvil, chests, fence/wall, fence gates, slabs, stairs, etc.
This d
idn't occur in 1.7.5.Any mob head/skull, even custom ones, can replace a non-solid block, entity or a block with a smaller hit box than a full block, when placed inside the occupying space. Those are buttons (both), lever, tripwire hook, trapdoor, door, anvil, chests, fence/wall, fence gates, slabs, stairs, etc. It can be done both in all gamemodes.
When a chest is replaced, all items (luckily) do drop out.This doesn't occur in 1.7.5.
Any mob head/skull, even custom ones, can replace a non-solid block, entity or a block with a smaller hit box than a full block, when placed inside the occupying space. Those are buttons (both), lever, tripwire hook, trapdoor, door, anvil, chests, fence/wall, fence gates, slabs, stairs, etc. It can be done
bothin all gamemodes.
When a chest is replaced, all items (luckily) do drop out.This doesn't occur in 1.7.5.
Any mob head/skull, even custom ones, can replace a non-solid block, entity or a block with a smaller hit box than a full block, when placed inside the occupying space. Those are buttons (both), lever, tripwire hook, trapdoor, door, anvil, chests, fence/wall, fence gates, slabs, stairs, etc. It can be done in all gamemodes.
When a chest is replaced, all items (luckily) do drop out.This doesn't occur in 1.7.5.
Any mob head/skull, even custom ones, can replace a non-solid block, entity or a block with a smaller hit box than a full block, when placed inside the occupying space. Those are buttons (both), lever, tripwire hook, trapdoor, door, anvil, chests, fence/wall, fence gates, slabs, stairs, etc. It can be done in all gamemodes. When a chest is replaced, all items (luckily) do drop out. This doesn't occur in 1.7.5.
Steps to reproduce:
-Place a fence or a lever on a ground or a wall.
-Grab a head and place it on ground/wall where the object is placed.
Any mob head/skull, even custom ones, can replace a non-solid block, entity or a block with a smaller hit box than a full block, when placed inside the occupying space. Those are buttons (both), lever, tripwire hook, trapdoor, door, anvil, chests, fence/wall, fence gates, slabs, stairs, etc. It can be done in all gamemodes. When a chest is replaced, all items (luckily) do drop out. This doesn't occur in 1.7.5.
Steps to reproduce:
-Place a fence or a lever on a ground or a wall.
-Grab a head and place it on the ground/wall where the object is placed.
Any mob head/skull, even custom ones, can replace a non-solid block, entity or a block with a smaller hit box than a full block, when placed inside the occupying space. Those are buttons
(both), lever, tripwire hook, trapdoor, door, anvil, chests, fence/wall, fence gates, slabs, stairs, etc. It can be done in all gamemodes. When a chest is replaced, all items (luckily) do drop out. This doesn't occur in 1.7.5.Steps to reproduce:
-Place a fence or a lever on a ground or a wall.
-Grab a head and place it on the ground/wall where the object is placed.Any mob head/skull, even custom ones, can replace a non-solid block, entity or a block with a smaller hit box than a full block, when placed inside the occupying space. Those are buttons, lever, tripwire hook, trapdoor, doors, anvil, chests, fence/wall, fence gates, slabs, stairs, enchantment table, brewing stand, signs, ladder, flower pot, glass panes/iron bars (connected), etc. It can be done in all gamemodes. When a chest is replaced, all items (luckily) do drop out. This doesn't occur in 1.7.5.
Steps to reproduce:
-Place a fence or a lever on a ground or a wall.
-Grab a head and place it on the ground/wall where the object is placed.













It's still there, though
MC-35714reports being fixed for 1.7.1. Block breaking/placing and chest opening sound still replays after closing inventory window. Jukebox I do think is fixed (at least I can't replicate it).I can still replicate in 1.7.1 by breaking/placing a block or open/close a chest (
MC-36603andMC-36608).Still happens in 1.7.2. Just make a simple cube hitbox like the old fence had.
You need leather and three paper for making books on PC version since 1.3.1.
As far as I can recall, exploding (TNT) sound was always used when lightning strikes ground near you. Was there fire near after explosion? If yes, lightning stroke near you.
I can confirm this happeing in 1.7.2, though 2-high ceiling isn't the problem in my case. I have recreated my bedroom area on my testing map (see screenshots) and I spammed sleeping in bed. I get thrown off the bed mainly because of the walls and probably because of the chest and I always face North, though coordinates still say the bed direction (in this case East). I've also tested this with nothing around the bed. You actually have a one-block-high drop on a bed (and maybe a small side offset), when it occurs, thus hitting a wall or ceiling will result sleeping on floor.
Still present in the latest snapshots, currently using 13w47e.
I had this happen on 1.7.2 multiplayer yesterday (me hosting). After deleting the folder \DIM-1 and Fortress.dat and spawning in the Nether, the spawners did reappear, though.
I too can confirm this happening on XP 32-bit. I've seen this icon a few times before, but I never checked the Development Console to see if it's an error.
Still occurs in 13w49a.
EDIT: And in 1.7.3 pre-release.
Can confirm in 1.7.3 pre-release. Leash, held or attached to a fence, disapears after killing any mob.
Present in 1.7.3.
This bug makes me think of a mixture of
MC-35714and maybeMC-36502? I've been testing the door and escape menu, and I think I do hear a door sound play again, but not the last sound used (door has an open and close sound) but it replays the one or the other. Example: I can sometimes hear door open OR close twice, and sometimes open AND close. You have to be quite quick with escape. I hope it's understandable enough. Been testing it on 1.7.3.Can confirm on 1.7.4 server. (Win XP, Java 7 U45)
I too can confirm this occuring in 1.7.4. Was exploring new territories and about 20-30 blocks before land, the boat broke.
Noticed in 1.7.4. Jumping while moving (walking or sprinting) on carpet, wool related sounds can still be heard.
Confirming in latest snapshots (14w02a) 14w02b.
Confirming in latest snapshots (14w02a) 14w02b.
Confirming in lastest snapshot (14w03b). Noticible from mipmap level 1, anisotropic filtering off.
Confirming for 1.7.8 on Win7 SP1, Java 1.8.0-b132.