We have been in 1.2.5 to long... and so if i update my mod to this pre-release then the full 1.3 release comes out my mod will work with 1.3? msg msg me if that is true or false
We have been in 1.2.5 to long... and so if i update my mod to this pre-release then the full 1.3 release comes out my mod will work with 1.3? msg msg me if that is true or false
i would assume so. thats what they say the pre-release is for.
There is no singleplayer anymore. There is horrible local SMP instead.
As dinnerbone said:
Think of it like this:
1.2.5 You're playing in the client. You start a singleplayer world. Every frame (basically, as many times a second as it can) the client does this: - Has it been 50ms since my last tick? If so, tick. - - Poke every single entity everywhere. Make it do something. - - Poke the world, tick any blocks that need updating - - Generate new terrain and populate chunks - - Lots and lots of really intensive stuff to keep the world "alive". - Draw blocks. - Draw entities. - Draw gui.
The "tick" process usually takes more than 50ms because it's so big, so you end up getting less than 20 ticks per second and it lowers your framerate. You can't do anything while it's stuck processing, not even draw what's going on in the screen.
1.3 You're playing in the client. You start a singleplayer world. It starts a new thread in the background, called the "server". The server isn't the server you're used to in that it's not going online to handle lots of connections or anything like that. In fact, think of it as the brain. All it does is think away separately from the client's rendering.
Every 50ms the server does this: - Poke every single entity everywhere. Make it do something. - Poke the world, tick any blocks that need updating - Generate new terrain and populate chunks - Lots and lots of really intensive stuff to keep the world "alive". - Send anything that ended up changing to the client to display.
Every frame the client does this: - Draw blocks. - Draw entities. - Draw gui.
The server gets to run everything in its own time. If it can't keep up 1 tick per 50ms (this is 20 ticks per second btw, Minecraft Standard Time) then no big issue; it just skips one and carries on as normal. The client just renders what it knows, and will never get slowed down because the server is stuck working something out. That way the client gets higher FPS (or rather, the FPS just doesn't get lower) and the game is more responsive.
If you don't have a multicore processor and it's a pretty old one, then it can't run both at the same time; you'll end up with the old behaviour where slow ticks will slow your FPS. It may still be smoother due to some special magic, but you're not going to see the performance boosts that everyone else gets.
When you open it up to LAN, the server gains one more step: - Send anything that ended up changing to any other connected clients, if we have any.
Yep. That's about it. tl;dr: It may use some more memory, but you'll get better performance as a result.
Anyways without this server merge we can't even have mod api which we have enough people about it already. With the new release my performance has been going a lot better and I can finally play this game properly.
Also the mod api has already been released but you can't integrate it into minecraft yet, it's called Workbench.
Yes, modders and texture pack artists can breathe a sigh of relief: the 1.3 Pre-Release is finally here! Rather than cover every nuance of the previous Snapshots, let's look at the most salient changes in 1.3:
The game now runs an internal server in single-player mode
The single-player server can be shared on LAN, with LAN server detection
Made it possible to use client-side commands by enabling cheats (this is defaulted as disabled for old worlds)
Added an optional “bonus chest” to get started quicker
It’s now possible to trade with villagers. Added emeralds as a currency
You gain enchantment orbs from other tasks than just destroying monsters. Max enchantment level has been decreased to 30
Servers can automatically suggest and distribute texture packs
Added new world map elements (does not need a new map, but they’ll only appear in new areas)
Added cocoa beans
Added an Ender chest
Added tripwire
Stairs and levers can be placed up-side-down
Wooden logs can be placed sideways
Additionally, Mojang is hosting a special contest! What is it about? Well, let's hear what they have to say:
That is pretty sweet! Think you have what it takes to make a 30-second 1.3 commercial? Give it a shot - you just might win!
________________
Didn't get a chance to see the debut of MineTV, but still want to see the interview with Mojang's Marc Watson? to see the full interview!
1.2.5 You're playing in the client. You start a singleplayer world. Every frame (basically, as many times a second as it can) the client does this: - Has it been 50ms since my last tick? If so, tick. - - Poke every single entity everywhere. Make it do something. - - Poke the world, tick any blocks that need updating - - Generate new terrain and populate chunks - - Lots and lots of really intensive stuff to keep the world "alive". - Draw blocks. - Draw entities. - Draw gui.
The "tick" process usually takes more than 50ms because it's so big, so you end up getting less than 20 ticks per second and it lowers your framerate. You can't do anything while it's stuck processing, not even draw what's going on in the screen.
1.3 You're playing in the client. You start a singleplayer world. It starts a new thread in the background, called the "server". The server isn't the server you're used to in that it's not going online to handle lots of connections or anything like that. In fact, think of it as the brain. All it does is think away separately from the client's rendering.
Every 50ms the server does this: - Poke every single entity everywhere. Make it do something. - Poke the world, tick any blocks that need updating - Generate new terrain and populate chunks - Lots and lots of really intensive stuff to keep the world "alive". - Send anything that ended up changing to the client to display.
Every frame the client does this: - Draw blocks. - Draw entities. - Draw gui.
The server gets to run everything in its own time. If it can't keep up 1 tick per 50ms (this is 20 ticks per second btw, Minecraft Standard Time) then no big issue; it just skips one and carries on as normal. The client just renders what it knows, and will never get slowed down because the server is stuck working something out. That way the client gets higher FPS (or rather, the FPS just doesn't get lower) and the game is more responsive.
If you don't have a multicore processor and it's a pretty old one, then it can't run both at the same time; you'll end up with the old behaviour where slow ticks will slow your FPS. It may still be smoother due to some special magic, but you're not going to see the performance boosts that everyone else gets.
When you open it up to LAN, the server gains one more step: - Send anything that ended up changing to any other connected clients, if we have any.
Yep. That's about it. tl;dr: It may use some more memory, but you'll get better performance as a result.
Anyways without this server merge we can't even have mod api which we have enough people about it already. With the new release my performance has been going a lot better and I can finally play this game properly.
It would be right thing if SMP was as good as SSP. But it isn't. It makes game more glitchy and choppy.
And I don't care about mod API, since it will not be enough for most mods.
I liked the new Desert villages and sanstone stairs, jungle/desert temples, I liked the new Creative mod inventory etc.
I liked all the new things, but the game has bugs that I hope can be fixed before 1.3 Official release.
For example Ive noticed a lot of light bugs, Animals walking through leaves, and the worst is the fact that now there are chunk errors in singleplayer a lot more and it lags a little more because its like a server :/
I liked the new Desert villages and sanstone stairs, jungle/desert temples, I liked the new Creative mod inventory etc.
I liked all the new things, but the game has bugs that I hope can be fixed before 1.3 Official release.
For example Ive noticed a lot of light bugs, Animals walking through leaves, and the worst is the fact that now there are chunk errors in singleplayer a lot more and it lags a little more because its like a server :/
They will not fix anything. THe point of a pre-release is that it's exactly same as release, so modders can update rewrite mods for SMP before release.
Rollback Post to RevisionRollBack
My UA on laptop: Mozilla/5.0 (X11; Ubuntu; Linux i686; rv:27.0) Gecko/20100101 Firefox/27.0 SeaMonkey/2.24 Lightning/2.9b1; I use Ubuntu 13.10 here.
And on desktop: Mozilla/5.0 (X11; Linux i686; rv:20.0) Gecko/20100101 Firefox/20.0; Here I use openSUSE 12.2.
They will not fix anything. THe point of a pre-release is that it's exactly same as release, so modders can update rewrite mods for SMP before release.
Every world I generate in the prerelease already gets chunks borders, as if the biome transitions aren't generating, and it's simply generating a new biome, which causes big walls where the generation cut off. Other than that, I'm noticing a LOT more lighting errors, and some chunks don't render until I'm about 10 blocks away from it. I have noticed my FPS is better compared to 1.2.5 though.
Wewt! Of course we'll be lucky if even just Forge, MCP, and ModLoader use this extra week to update.
Most modders are gonna wait till the official patch and/or their user base gripes enough. Actually, most modders are probably going to wait for 1.3.1+ before updating.
Also, I'm getting missing terrain with this update after about an hour of play. Definitely looks like a mem leak.
Oh, and my escape key no longer works. I have to alt+tab to get the menu.
Umm, I don't know what happened, my first world in 1.3 has a village, but it has a well, 1 house, and 1 smith. Is this ok? I've never seen anything like it. Sorry I can't give the seed, I don't have cheats turned on. I would post screenies but I don't know how Sorry for that
Umm, I don't know what happened, my first world in 1.3 has a village, but it has a well, 1 house, and 1 smith. Is this ok? I've never seen anything like it. Sorry I can't give the seed, I don't have cheats turned on. I would post screenies but I don't know how Sorry for that
To post screenies, use F2 to capture it, then upload the file on something like imgur. Then click the image thing in the post and paste the picture's url.
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Every world I generate in the prerelease already gets chunks borders, as if the biome transitions aren't generating, and it's simply generating a new biome, which causes big walls where the generation cut off. Other than that, I'm noticing a LOT more lighting errors, and some chunks don't render until I'm about 10 blocks away from it. I have noticed my FPS is better compared to 1.2.5 though.
Yea.. I have noticed lighting errors are everywhere and also the chunck errors, but yep the fps is way better.
Umm, I don't know what happened, my first world in 1.3 has a village, but it has a well, 1 house, and 1 smith. Is this ok? I've never seen anything like it. Sorry I can't give the seed, I don't have cheats turned on. I would post screenies but I don't know how Sorry for that
I'm pretty sure you can still do non cheat commands like seed or debug, without having cheats on...
Plus, there is a way to turn cheats on temporarily if you forgot to in the first place... Just open to LAN, then turn allow cheats to ON, and open to LAN. Then you will be able to use cheats until you disconnect and reconnect. (doing so will stop the LAN)
i would assume so. thats what they say the pre-release is for.
Edit: On my third world I got my old frame rate.
As dinnerbone said:
Think of it like this:
1.2.5
You're playing in the client. You start a singleplayer world. Every frame (basically, as many times a second as it can) the client does this:
- Has it been 50ms since my last tick? If so, tick.
- - Poke every single entity everywhere. Make it do something.
- - Poke the world, tick any blocks that need updating
- - Generate new terrain and populate chunks
- - Lots and lots of really intensive stuff to keep the world "alive".
- Draw blocks.
- Draw entities.
- Draw gui.
The "tick" process usually takes more than 50ms because it's so big, so you end up getting less than 20 ticks per second and it lowers your framerate. You can't do anything while it's stuck processing, not even draw what's going on in the screen.
1.3
You're playing in the client. You start a singleplayer world. It starts a new thread in the background, called the "server". The server isn't the server you're used to in that it's not going online to handle lots of connections or anything like that. In fact, think of it as the brain. All it does is think away separately from the client's rendering.
Every 50ms the server does this:
- Poke every single entity everywhere. Make it do something.
- Poke the world, tick any blocks that need updating
- Generate new terrain and populate chunks
- Lots and lots of really intensive stuff to keep the world "alive".
- Send anything that ended up changing to the client to display.
Every frame the client does this:
- Draw blocks.
- Draw entities.
- Draw gui.
The server gets to run everything in its own time. If it can't keep up 1 tick per 50ms (this is 20 ticks per second btw, Minecraft Standard Time) then no big issue; it just skips one and carries on as normal. The client just renders what it knows, and will never get slowed down because the server is stuck working something out. That way the client gets higher FPS (or rather, the FPS just doesn't get lower) and the game is more responsive.
If you don't have a multicore processor and it's a pretty old one, then it can't run both at the same time; you'll end up with the old behaviour where slow ticks will slow your FPS. It may still be smoother due to some special magic, but you're not going to see the performance boosts that everyone else gets.
When you open it up to LAN, the server gains one more step:
- Send anything that ended up changing to any other connected clients, if we have any.
Yep. That's about it.
tl;dr: It may use some more memory, but you'll get better performance as a result.
Anyways without this server merge we can't even have mod api which we have enough people about it already. With the new release my performance has been going a lot better and I can finally play this game properly.
Also the mod api has already been released but you can't integrate it into minecraft yet, it's called Workbench.
https://github.com/Mojang/Minecraft-API
They Have not released the server yet.
And I don't care about mod API, since it will not be enough for most mods.
I liked all the new things, but the game has bugs that I hope can be fixed before 1.3 Official release.
For example Ive noticed a lot of light bugs, Animals walking through leaves, and the worst is the fact that now there are chunk errors in singleplayer a lot more and it lags a little more because its like a server :/
updaterewrite mods for SMP before release.Then I need a better Computer :/
Most modders are gonna wait till the official patch and/or their user base gripes enough. Actually, most modders are probably going to wait for 1.3.1+ before updating.
Also, I'm getting missing terrain with this update after about an hour of play. Definitely looks like a mem leak.
Oh, and my escape key no longer works. I have to alt+tab to get the menu.
Always willing to help. Message me.
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Yea.. I have noticed lighting errors are everywhere and also the chunck errors, but yep the fps is way better.
I'm pretty sure you can still do non cheat commands like seed or debug, without having cheats on...
Plus, there is a way to turn cheats on temporarily if you forgot to in the first place... Just open to LAN, then turn allow cheats to ON, and open to LAN. Then you will be able to use cheats until you disconnect and reconnect. (doing so will stop the LAN)