Why not just make a mod that expands the range of how far away you have to be for a mob to target you. then build a tower in the middle, make dispensers with pressure plates, etc.
well i know for a fact that the two ogg files in the resources are the two records. the mus files are puzzling to me as well. .mus is a file extension used by Finale products (a midi notation software). I tried opening with finale 2011, but I think that they are empty because they wouldn't open.
Anyway, has there been any official word on this issue at all yet? Has Notch replied to anyone's emails/twitter messages/whatever about it? I only ask because I seem to readily find plenty of topics on here and other places reporting the problem but no where can I find official acknowledgement of it. And having only just bought the game recently, only to download and play it on my G4 to find this... Mess... I was quite disappointed.
One can only hope that despite the apparent lack of communication from the development team, it has been noted and may even be fixed for this upcoming Beta of Minecraft. Still, official word now would be nice.
I could probably play it even with the backwards colours if only the sound wasn't completely borked and the performance wasn't suffering as an apparent result (I get frame rate drops seemingly only when the sound is chugging out bursts of static). And yet Minecraft "Classic" runs so nicely...
No news as of yet. not even on the Get Satisfaction website which he supposedly checks the most for things. To be fair though, he IS getting ready to release Beta..
Tru dat, I can imagine being spammed with random friend requests from 12-year-olds
i just want to join and have fun, many other servers that I've tried are just a bit boring
new ictonington just looks really good, i'd want to join as much if the server was just any random server
I concur! Aperture Games server has absolutely no fun. They just sit around and build. I'd rather build something, blow it up, laugh about it, move along and build something else, than getting really serious about it. Plus, I think New Ictonington would benefit from a giant treehouse :biggrin.gif: And maybe a massive snowball fight...
Aesthetics: Texture of Blocks/Lighting? Severity: Game-Breaking Description: All the blocks have a red tint to them. As of the halloween update, all grass and trees are pink. At night time or in dark places (like caves), the blocks turn transparent unless lit by a light source (torches, fire, lava, etc). Also, all of the sound effects and music have a high pitched static sound to them.
Workaround: None for the transparency, however the trees and grass can be fixed with this by placing the folder in the same folder as the Minecraft.app: http://www.mediafire.com/?a0wb14251x766zq Since: Sep 01, 2010 (not sure what version that is) Confirmed: Yes (10+) just look at the size of this forum post lol: viewtopic.php?f=17&t=30710 Platform: Specifically Mac PPC with G4 or G5 processors
More info: My friend has a theory:
PowerPC is an architecture previously used by Apple and then dropped in favor of the faster and more efficient Intel processors. The way these processors work is pretty much completely backwards. When a PPC computer processes memory, it reads the most significant byte first, while Intel reads the least significant first. This results in reversed data in some situations.
Now for the most part, this isn't a problem at all with Minecraft and this is because it is run using a Java Virtual Machine. Since Java isn't compiled for a specific architecture, the Java Runtime Environment is called "endian-agnostic" which means Java can run on any architecture, as long as a JRE exists to convert the Java bytecode into machine code.
Here's where we run into a problem. Java has the data ready to be sent to OpenGL and rendered, but the bytes are read in reverse, as OpenGL was compiled for big-endian architectures and Java was written to be endian-agnostic. How this happens exactly, I don't know. But if somebody were able to find exactly where these values are passed on to the lwjgl engine, we could correctly order the values to match up with the API functions of OpenGL for PPC macs. The most likely problem areas are the color values, light intensity, and most recently grass shading.
[His] theory of why the color hues are not rendering correctly is this -- java calculates the colors for grass and leaves based on the dryness of the new biomes. These color values are likely stored in hex as RRGGBB (Red, Green, Blue). If you reverse the order of these colors, you will likely see purple instead of green. The same goes for lighting, except in this case it's RRGGBBA (Alpha). When the hex values are reversed this time, the alpha changes to 0 while it should stay full alpha.
Interestingly enough, even with a Mac-PPC running Java 1.5, it is still possible to run a Minecraft server
(Altho most mods/plugins do not work)
Anyway, I noticed that the file structure in the OpenJDK7 for PPC is totally different than most Java file structures. I have nothing else to add to that thought, but maybe it would be meaningful to someone who knows Java well?
If you'd be willing to repost this to this thread:
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No news as of yet. not even on the Get Satisfaction website which he supposedly checks the most for things. To be fair though, he IS getting ready to release Beta..
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I concur! Aperture Games server has absolutely no fun. They just sit around and build. I'd rather build something, blow it up, laugh about it, move along and build something else, than getting really serious about it. Plus, I think New Ictonington would benefit from a giant treehouse :biggrin.gif: And maybe a massive snowball fight...
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http://getsatisfaction.com/mojang/topic ... cy_problem
which, according to his blog post, notch says he will check regularly.
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Crap you're right, adding that now. thanks!
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viewtopic.php?f=17&t=25875
i posted a very detailed description of our problem there, (which notch actually checks) and it will hopefully get added to the list of known bugs.
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Severity: Game-Breaking
Description: All the blocks have a red tint to them. As of the halloween update, all grass and trees are pink. At night time or in dark places (like caves), the blocks turn transparent unless lit by a light source (torches, fire, lava, etc). Also, all of the sound effects and music have a high pitched static sound to them.
Workaround: None for the transparency, however the trees and grass can be fixed with this by placing the folder in the same folder as the Minecraft.app: http://www.mediafire.com/?a0wb14251x766zq
Since: Sep 01, 2010 (not sure what version that is)
Confirmed: Yes (10+) just look at the size of this forum post lol: viewtopic.php?f=17&t=30710
Platform: Specifically Mac PPC with G4 or G5 processors
More info: My friend has a theory:
PowerPC is an architecture previously used by Apple and then dropped in favor of the faster and more efficient Intel processors. The way these processors work is pretty much completely backwards. When a PPC computer processes memory, it reads the most significant byte first, while Intel reads the least significant first. This results in reversed data in some situations.
Now for the most part, this isn't a problem at all with Minecraft and this is because it is run using a Java Virtual Machine. Since Java isn't compiled for a specific architecture, the Java Runtime Environment is called "endian-agnostic" which means Java can run on any architecture, as long as a JRE exists to convert the Java bytecode into machine code.
Here's where we run into a problem. Java has the data ready to be sent to OpenGL and rendered, but the bytes are read in reverse, as OpenGL was compiled for big-endian architectures and Java was written to be endian-agnostic. How this happens exactly, I don't know. But if somebody were able to find exactly where these values are passed on to the lwjgl engine, we could correctly order the values to match up with the API functions of OpenGL for PPC macs. The most likely problem areas are the color values, light intensity, and most recently grass shading.
[His] theory of why the color hues are not rendering correctly is this -- java calculates the colors for grass and leaves based on the dryness of the new biomes. These color values are likely stored in hex as RRGGBB (Red, Green, Blue). If you reverse the order of these colors, you will likely see purple instead of green. The same goes for lighting, except in this case it's RRGGBBA (Alpha). When the hex values are reversed this time, the alpha changes to 0 while it should stay full alpha.
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I call it the wall of inconvenience
Anyone else have this bizarre problem?
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If you'd be willing to repost this to this thread:
viewtopic.php?f=17&t=30710
That would be great. It's sort of where we're all collecting info on this strange bug..
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