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    posted a message on Minecraft Xbox One Edition: Official Bugs List
    [quote=4JSteve;/members/4JSteve;/forums/minecraft-xbox-one-edition/mcxone-recent-upcoming-updates/2205510-minecraft-xbox-one-edition-official-bugs-list?comment=1]This contains all confirmed and unconfirmed bugs for MCXbox One Edition. This thread allows other users to list bugs they have experienced, offer and view solutions and workarounds.


    • Items in Chests are disappearing - Possibly related to saving away from the host or being outwith the initial spawn area
    • Create world crashing with 2 players - TO BE CONFIRMED
    • Missing chunks
    • Framerate Issues - MORE INFORMATION REQUIRED
    • Crash on Exiting and Saving (Exit game) - causes corrupt world.
    • Glass Blocks placed next too each other appear incorrectly
    • Issues with Efficiency tools.
    • Quiet Sounds ingame
    • Spawners appearing incorrectly (Turning into Pig spawners) - TO BE CONFIRMED
    • Server appearing as full.
    • Worlds taking a long time to update chunks (Chunks pop in at once)
    • Invisibility potions not working correctly - TO BE CONFIRMED
    • Mining Animation is incorrect
    • Wolves not attacking players on Peaceful - TO BE CONFIRMED
    • Unable to hide Mash-up Pack worlds
    • Duplication Glitches
    • Invisible Players - MORE INFORMATION REQUIRED
    On the framerate issues, I normally encounter it after exploring very large areas of the world. Using the largest, about 1 1/2 to 2 ingame maps worth of area. Interestingly, when returning to a previously explored area during the same game, the area chunks don't reload, they seem to already be present
    Posted in: MCXONE: Recent & Upcoming Updates
  • 2

    posted a message on 1.7.3 update set for July
    Alright let me put it to you this way: there is translating 4 version updates into one, from JAVA to C++(programming language stated by 4JStu), there is play testing for any obvious bugs, in addition to ensuring that the version update does not create any new problems with the bug fix.

    After all of that, it goes to Microsoft for test and approval for release on to live market. If they spot anything they feel would cause problems, or would be otherwise unsatisfactory(don't laugh folks, this isn't Windows), then it is back to 4J to correct the problem. Now we have two options on this matter, they can do it fast, or they can do it right. You cannot have it both ways in this matter. I personally would prefer it done right.

    I have said this before, instant gratification is a myth, the game was released two weeks ago, and its going to be approximately another month and a week before the version update, give or take a week. In that time, there is going to be an in-between bug patch to correct noted issues on the bug megathread.
    Posted in: MCX360: Discussion
  • 2

    posted a message on What are the problems with infinite/extremely large worlds on the 360?
    Quote from Atheosis

    What's more telling to me is the "base system has no HDD" comment. Personally I have a hard time believing anyone uses 360's without hard drives anymore, but apparently they are still designing for them. Not using that resource is a huge issue when it comes to world size. Huge.

    Honestly I kind of find it aggravating to think that they are still designing games to work on memory card systems. Ridiculous.
    The current base system has 4 GB of solid state memory. When Microsoft released flash drive support, they started to do away with memory units. USB flash drives are cheaper for the consumer, and its one less thing that Microsoft has to spend on production. Also keep in mind the new lease-to-own option for consumers(the $99 Xbox with Kinect and having a two year contract for Xbox Live @$15/mo) is for the base system only, meaning that the consumer would have to either purchase a flash drive, or a hard drive, in order to expand the console storage capacity.

    Though on the note of the combined server/client functions of the 360, I do wonder, if actual servers were established for the 360(which I believe would be necessary if they implement cross platform compatibility between the PC and 360), how much of a world expansion that would allow. For that matter, I wonder if Notch's original goal of having the 360 version link with the registered accounts on Minecraft.net will come to fruition.
    Posted in: MCX360: Discussion
  • 3

    posted a message on What are the problems with infinite/extremely large worlds on the 360?
    www.eurogamer.net/articles/digitalfoundry-vs-minecraft-xbox-360-edition

    a quick internet search would have yielded the above article, in which it mentions that memory in the xbox 360 is the primary issue behind why worlds are so small. Here is the main difference between most current PCs, and the 360: Most current PCs, have the main ram pool, which everyone usually identifies with, and tends to be quite large, depending on the type of ram. Most graphics cards tend to carry its own pool of ram, specifically used for video rendering. The 360 does not have this. It has a single pool of RAM, used for everything while a game is running.

    So although the rendering portion of the game may not take up that much memory, it everything else that does, all the behinds the scene stuff, like time of day, weather, mob rendering. All the features of the game, all the pre-rendered data for the world you are in, everything that game stores into memory, all of that has to share a single pool of memory that is 512MB. Most sites listing recommended memory for Minecraft recommend 1 gig, and the recommended video cards have at least 128-256 MB as well. Its not a simple matter of just rendering the chunks, its using the memory to do everything else, in addition to rendering the chunks.

    Then there is the fact that the 360 currently operates as both server and client for the game, so it has to perform all of the server functions in addition to the client based functions that the PC normal does. You get a split screen game going, you have 1 server, and up to 3 additional clients all running at the same time on one single system.
    Posted in: MCX360: Discussion
  • 1

    posted a message on Why Small Maps?
    Quote from Josht94

    I think 60 fps is way more than a "tolerable" fps; most 360 games run about 30 fps. Also the game was completely redone in C++ which is less resource hogging than java, and the computer version only uses about 200mb of ram in the first place. So why can't they make the world infinite? Either they lack the talent or out of laziness, more than likely because of the later.
    Actually virtually all games on the 360 run at 60 FPS, as is the standard with all current gen consoles(there may be a few that may not for one reason or another).

    Anyways, everyone is neglecting one very important difference between the Xbox version, and the PC version, besides memory: The Xbox has to function as both server and client for Minecraft. That will eat up a lot of memory to do so in multiplayer mode, never mind the fact that it was stated in the Eurogamer interview that memory was the limiting factor for world size. Xbox already suffers from frame rate lag during times of heavy rendering. Now it may be possible to increase(and possibly necessary at a later time depending on how some of the later updates are implemented), but at this time map size is what it is, and nothing can be done regarding the matter at this time.
    Posted in: MCX360: Discussion
  • 2

    posted a message on Minecraft logo burnt into plasma TV!
    Quote from McAngusYoung

    Another one of these threads. Kind of funny how it's only happening to Plasma HDTVs. Maybe people need a better TV?

    I second that one(for the record I have a 10 year old CRT tv myself, and I do not have a problem with burn in. Then again I do take periodic breaks).
    For anyone else who wants to whine or complain about burn in on their plasma TV, please read this first: http://plasmatvbuyin...atv-burnin.html
    It is an issue with the TV itself, not a problem with the game. Its not the makers fault you don't follow general advice for gaming breaks(take a 10-15 minute break every hour or so)
    Posted in: MCX360: Discussion
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    posted a message on MCXBLA Official Known Bugs List
    Quote from LostDose

    Writing in a wall like this makes it incredibly hard for others to read, try separating into a few paragraphs if possible (when in doubt just pop in a line break every few lines.)

    I'm not trying to be a troll by saying this, you clearly put effort into your post, yet most will ignore you simply because what you have written is difficult to read.
    Yeah, its what I get for writing such a post while tired. I have fixed however. No worries.
    Posted in: MCX360: Discussion
  • 1

    posted a message on can't turn in minecraft
    Quote from Glindor123

    When I log in to play, I can move, use my inventory, etc. but I can't turn/look around... Anyone else having this problem?

    was dumb for asking lol, fixed my issue...

    Check the sensitivity for your controller under settings in Minecraft. There is a known bug where the analog sensitivity will be reduced to zero
    Posted in: MCX360: Discussion
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    posted a message on Fears of Xbox Live Orphaning
    Quote from Evilwillhunting

    Ain't THAT the truth. They swore they were going to have most of the library backwards compatible (something Sony and Nintendo never seemed to have much trouble with), and then they just inexplicably stopped nine months in. "Eh, that's enough."

    Thank goodness my beloved "The Warriors" got ported to the PSP. I wanted so badly to play that again on the 360.

    I swear, Microsoft's Xbox Developers remind me of a staff of cordon bleu chefs with ADD -- they'll start a scrumptious meal of great promise, but at around the appetizer course, they'll figure that's enough and just leave. And you're sitting at the table with your napkin around your neck, knife and fork in hand, wondering why the food has stopped coming.... then you eventually have to get up and leave when you get tired of waiting.

    I think a big part of the problem was Microsoft's approach to backwards compatibility, developing an Xbox emulation profile for each individual title. A better approach would have been to develop a single emulation profile for the original Xbox system to run all titles on, somewhat like what Nintendo did for Gamecube compatibility for the Wii. However in this case money talks, and with Minecraft making $20 million plus in its first week(and us not knowing what percentage of the profits Microsoft will get), I would expect Microsoft will be working to continue support for the title for the foreseeable future.

    Like I said, my real question is how are they going to handle the matter once they release their new Xbox system. Obviously its going to have far greater hardware capabilities than the 360, and allow for an experience more analogous to the PC, but will Microsoft alienate those of us who purchased the title now, by dropping all support for it in favor of sole development for the new console. That is my primary concern, as I am not an early adopter for new tech, I prefer to wait till the major flaws are discovered and ironed out before I purchase, and with history showing that Microsoft has a propensity for half-assing console development in favor of an early release date for profit purposes, I wouldn't be surprised if the next system had its own version of the RRoD issues that were prevalent in early 360 models(of course I will admit it is somewhat unreasonable to expect all hardware flaws to be discovered prior to release, since the test base is quite limited, and some flaws are near impossible to discover with such a small sampling size, but there were actions they could have taken to prevent some of the issues that resulted in the RRoD).
    Posted in: MCX360: Discussion
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    posted a message on Fears of Xbox Live Orphaning
    One must also keep in mind that Notch and Microsoft have both signed an agreement regarding the porting of Minecraft to Xbox. Granted we do not know the particulars of exclusivity agreement, but continued support of the game is going to come down to Mojang, and 4J...... and whether or not we will be able to import the game to the next iteration of the Xbox console(common sense would say yes, but we all know how well Microsoft supported backwards compatibility with the original Xbox). Microsoft's hand in the matter is the approval, and eventual release of content that Mojang releases, by way of 4J Studios. I will concede that is where problems could arise, given that it was Microsoft's decision to delay the release of Minecraft by approximately two month, and the purported decision by Microsoft, and Mojang, to delay release of the update patch(possible a good idea at this time given the prevalence of game breaking bugs. Who knows what problems would arise as a result of release the patch prior to fixing the bugs). But one must keep in mind that Notch will have a hand in this, as he and Mojang are still responsible for development of the PC version, and all content, and updates have to be released to 4J from Mojang, so they are not totally hands free where the Xbox 360 is concerned. Given the explosive popularity, and the fact that 4J has become quite involved with the Minecraft community(which is actually a great comfort), I do foresee support lasting for quite some time, with the only real current concern being the eventual release of a new Xbox system within the next 3 years.
    Posted in: MCX360: Discussion
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