Quote from Sniper_Delta_02»
While we're on the subject.. what's everyone's thoughts on the update with the biggest community outcry? I'm guessing 1.9, but that was fairly recent so I may be biased.
I remember when Beta 1.8 released (and for quite a while afterwards) there were huuuge complaints about the change in terrain generation. I believe one thread grew so much that Mojang responded directly.
So, if not 1.9, then Beta 1.8 IMO.
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Here's a quote from 4JSteve, taken from this thread :
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Interesting. Could you provide the seed/some coordinates? I'm curious to see if these random chests generate in the same locations.
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After the latest update, I've noticed that some of the game's sound effects now seem more compressed than they were, as if lower bit-rate files were swapped in. Basically, they're lower in quality/fidelity.
The two that are most noticeable (to me) are the zombie's (especially when doing damage to it) and placing/picking up a torch.
Is anyone else also noticing this?
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No sound at all? I still have sound, just not that of rain.
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I don't think they're limiting us purposefully. I believe it comes down to time and money.
Are they guaranteed more sales (more profit) if they put forth the time and money necessary to rework some rather low-level areas of their Minecraft engine, assuming it is possible at all?
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He's referring to the 12GB PS3 SuperSilm model, which is not backwards-compatible with PS2 games.
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When it rains, no rainfall sound plays while in my Taiga biome. When I approach a nearby Forest biome, it will fade in and then play properly once in the forest, but returning to the Taiga sees the sound slowly fade out until nonexistent. The rainfall and particles themselves are still present, though. Anyone having a similar issue?
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Oh, I agree. It's entirely up to the user if they want to explore large areas of the world, knowing that, if they go far enough, they could see the world size creep in to the gigabytes. Then again, you'd have to try really hard to do even that - I tested this on the PC version by flying in one direction until I was at X30000, and the world size was still just ~347MB compared to the 862x862 worlds of the PS3, which rarely exceed 16MB (I'm not sure of the world size on the 360/Vita/U).
Assuming this save file limit really exists, it seems that, for the PS4 version, 4J got around it by having a single world split in to multiple save files that are usually titled something like "World Data 1, World Data 2," and total about 70MB each (this, then, begs the question: why hasn't it been done on other platforms if it is a potential workaround and gateway to bigger worlds?).
If a limit was not present then I don't see the need for 4J to do this, unless splitting world data in to multiple save games/files was necessary from a technical/programming standpoint (much like the PC version's saves). I'd really like to look more in to it to find some truth, but alas, I'm neither a 4J dev or Sony insider. Just as you've said, googling does not lead me to a clear answer. :/
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Wow. This issue is definitely more prevalent for you than for me. I've only had it happen three times, but not since. This might be a longshot, but have you tried deleting and then redownloading/installing the game?
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Good to hear. Maybe my PS Vita will have some use again in the near future.
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This is encouraging, as my friends and I were struggling to farm skeletons (only 2 would spawn every 30 seconds). I guess I'll have to break away the original dungeon walls and expand in all directions. Thanks for sharing.
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I actually tried pushing the game to the limits to see if it is a memory issue. I did this by loading a normal world in creative and building a large, fenced-off area. Within that area I placed tons of item frames (with the fully-explored maps inside), paintings, redstone clocks, firework-shooting dispencers, and, of course, as many passive/enemy mobs as I could.
The framerate was awful, but the game did not crash.
Sure enough, though...as soon as I go back to my survival world, it is always one spot that causes the crash for me - a large lake separating the eastern edge of the map from the center. It was here that also I encountered the issue for the first time (mentioned in my previous post).
Trying to cross it both by boat/swimming crashes me. Every time. I'll investigate more and hopefully get some specifics that I can report on the bugtracker.
Best of luck @doodah305 and everyone else who is having the issue in abundance lately.
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10-30fps? That sounds a bit extreme. Could you explain what you are doing in-game to see that level of performance? Anything below 30 is very, very rare for me.
With V-Sync engaged, the game will render @ 60fps if possible, and will automatically lock to 30fps if it isn't. Most of the time you will be playing with 30, which is very playable. Many PC players are playing with equal or worse performance, so I can't complain - especially because the hardware of the PS3/360 is so old.
To answer your question, though - no, you can't increase the FPS. It is what it is.
I do wonder if the game is as optimized as it could be, though. 4J Studios is already stretched with developing for six console platforms, so I doubt they'll specialize just for the additional SPE performance on the PS3.
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Today I have expanded the walls of the NPC village so that I can build a new base there, as well as a mine, reed/sugarcane farm, and my Nether portal. The entire reason I walled up in the first place was to protect from zombie sieges, although I'm not even sure if siege events are present in the console versions. Edit: I've just learned that zombie sieges will occur regardless of walls. No matter - at least the number of stray hostile mobs has significantly decreased.
In any case, I've found that this is indeed the only village that I've got on this map, so I suppose it's worth protecting/expanding.
Some pictures:
This is the track that connects my first base to the walled-in village. To give you an idea of the distance, my first base is located just right of the center of the south edge of the map. The village is located on the far south-west corner.
The front entrance (where the acacia planks are) actually serves no purpose other than some aesthetic, as it is boarded up. I enter/exit the village through the the rails, opening a piston door and allowing access once I pass over the detector rail. This works the same when exiting the village as well.
My house is located at the far back (with the stone slab roof) and faces the left wall. In front of it is a one-way iron door that takes me to the reed farm. I know it's hard to see due to the image size, so here are labels:
Edit: Renamed the thread title to "[PS3] Daib's World." This section of the forum seems to be more about bug reporting and player-finding than general discussion nowadays, but I would still like to have thread to show off my world, and hopefully receive some comments along the way. Thanks.
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I'm down. Whether we'll stay in game chat or go to Skype is no matter to me. PSN: KWNP_98.
I'm a bit of a night owl so I'm most active between 7PM - 6AM EST (GMT-5).