14w29b - 14w33a (08/14/14)

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14w29b - 14w33a (08/14/14)

Postby lindawing » July 17th, 2014, 2:32 am

When I first went into 14w29b, it was doing the same flashing blocks thing as 14w28b. I was really upset...really? Two snapshots in a row!

So I started going through the options, and I found one that says "Alternate Blocks On/Off." I switched that to OFF, and all is good to go.

Hmmm...that's not actually what made it work...I saw that when I was placing torches, it took a couple of seconds before the actual torch showed up (the flame showed up right away). So I went back to the options, and found that I had actually pushed the mipmaps slider to 0. I tried resetting it to even 1, and got flashing blocks again. Doggone it!

So now I have the Alternate Blocks back on, and the mipmaps set at 0. At least I can play.
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Re: 14w29b

Postby lindawing » July 17th, 2014, 2:50 am

Well...scratch that! Now it's not playing at all. It started hanging up while I was down under our NSMC01 city...I had just connected from under Chicken's building, to one of the mineshaft areas. Grrr!!!

So...14w29b...another big DUD!!!
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Re: 14w29b

Postby lindawing » July 17th, 2014, 4:09 am

I googled about the snapshot. If you try to play it, try turning the mipmap levels to 0, and then turning on the VBO (whatever that stands for).

Then the game should at least basically play for you. It has something to do with the new stuff they're trying for "superfast graphics." Sigh...
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Re: 14w29b

Postby lindawing » July 17th, 2014, 4:53 am

Evidently VBO stands for Vertex Buffer Objects...whatever THAT means. :lol:

I read another post by one of the programmers, that said to try these settings (no mention of the mip map levels):

FPS = 60
VSYNC = On
Advanced Open GL = Off
VBO = On

So I set the mipmap levels back to 4 and tried those settings. That was awful...flashing blocks to the max.

Then I went back and turned the Open GL back to On...a bit better.

Then I went back and turned the mip map levels back to 0. All is basically OK, though occasionally there's a problem with breaking blocks or setting new blocks. Nothing really major.

So I ended up with the settings...

FPS = 60
VSYNC = On
Advanced Open GL = On
VBO = On
mipmap levels = 0 (zero)

That allowed me to play with very little problems.

However, if I were the ones working on the snapshots, I would HARDLY say that was progress!!! Seems like a couple of steps backward, to me! :uhuh:
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Re: 14w29b

Postby psychedelicsim » July 17th, 2014, 3:21 pm

Oh my! :ohno: You shouldn't have to go through that much trial and error to get it to work. I don't think any version of testing has had this many bugs. :yikes:
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Re: 14w29b

Postby lindawing » July 17th, 2014, 9:46 pm

There was one other recent one that was bad, but usually they are quite good. :uhhuh:
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Re: 14w29b

Postby FaithfulApostle » July 29th, 2014, 5:25 pm

I know I miss stuff by not really trying the snapshots when others are getting to see all the new cool stuff, but it's stuff like this that makes me think I make the right decision by waiting until the actual update comes out. :uhhuh:
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Re: 14w29b

Postby lindawing » July 29th, 2014, 8:47 pm

It doesn't hurt anything in your regular game, though. The game makes a completely separate snapshots game folder. I only play games there that I know can possibly be glitched at some point. To me, it's worth it to see the new stuff.

The main drawback is that it kind of makes it hard to go back and play the regular game when there's a bad snapshot, because you miss the new stuff. ;-)

Right now the snapshot is 14w30c, and it's fine. :joy:
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Re: 14w29b

Postby lindawing » August 9th, 2014, 7:56 am

We're now on snapshot 14w32b (I think that's right). Anyway...they have added colored doors and colored fences!!! There is also a NEW stone, now. Pictures tomorrow.
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Re: 14w29b

Postby psychedelicsim » August 9th, 2014, 2:34 pm

Woot! I hope that means we're getting closer to the release of 1.8. :yeah:
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Re: 14w29b

Postby lindawing » August 9th, 2014, 8:16 pm

These are first pictures of the new vanilla textures. When I knocked out the doors to change the cobble under them to sandstone, the doors reverted to regular wood doors for some reason.

Soartex has new textures released (beta ones, in the forum) for all the new textures. I'll be using those until the official release later on.

There is also new red sandstone. Woot!

There's a new monster...the Guardian...evidently involved with the prismatic sea stuff (the new undersea dungeons, I guess). It is cool (the new texture for it that they're working on for Soartex).

Anyway...here are my pictures from yesterday.
Attachments
Snapshot-NewDoors.jpg
Snapshot-NewDoors.jpg (303.85 KiB) Viewed 283 times
Snapshot-NewDoors-AfterBreaking.jpg
Snapshot-NewDoors-AfterBreaking.jpg (284.1 KiB) Viewed 283 times
Snapshot-NewFences.jpg
Snapshot-NewFences.jpg (311.76 KiB) Viewed 283 times
Snapshot-NewStone.jpg
Snapshot-NewStone.jpg (301.08 KiB) Viewed 283 times
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Re: 14w29b

Postby lindawing » August 9th, 2014, 8:16 pm

I've downloaded the new beta soartex textures for these things, and will get more pictures today, while the others are gone to Cindi's house.
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Re: 14w29b - 14w32d

Postby lindawing » August 10th, 2014, 1:42 am

Here are some pictures from today, with some of the new temporary textures from Soartex. You'll see the dark oak doors, and the acacia doors and fences, as well as the three new regular stone textures (not the prismatine, which is the underwater one). The rough dirt shows up in a couple of shots, too.
Attachments
14W32d-DarkOakDoars-SoartexTempTexture.jpg
14W32d-DarkOakDoars-SoartexTempTexture.jpg (56.06 KiB) Viewed 282 times
14W32d-NewSoartexTempTextures-01.jpg
14W32d-NewSoartexTempTextures-01.jpg (68.82 KiB) Viewed 282 times
14W32d-NewSoartexTempTextures-02.jpg
14W32d-NewSoartexTempTextures-02.jpg (44.09 KiB) Viewed 282 times
14W32d-NewSoartexTempTextures-03.jpg
14W32d-NewSoartexTempTextures-03.jpg (52.35 KiB) Viewed 282 times
14W32d-NewSoartexTempTextures-04.jpg
14W32d-NewSoartexTempTextures-04.jpg (45.96 KiB) Viewed 282 times
14W32d-VillageBeforeNewTextures.jpg
14W32d-VillageBeforeNewTextures.jpg (76.58 KiB) Viewed 282 times
14W32d-VillageAfterNewTextures-01.jpg
14W32d-VillageAfterNewTextures-01.jpg (76.23 KiB) Viewed 282 times
14W32d-VillageAfterNewTextures-02.jpg
14W32d-VillageAfterNewTextures-02.jpg (63.09 KiB) Viewed 282 times
14W32d-VillageAfterNewTextures-03.jpg
14W32d-VillageAfterNewTextures-03.jpg (72.35 KiB) Viewed 282 times
14W32d-VillageAfterNewTextures-04.jpg
14W32d-VillageAfterNewTextures-04.jpg (61.24 KiB) Viewed 282 times
14W32d-VillageAfterNewTextures-05.jpg
14W32d-VillageAfterNewTextures-05.jpg (99.51 KiB) Viewed 282 times
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Re: 14w29b - 14w32d

Postby lindawing » August 10th, 2014, 1:44 am

Now that I have both the block textures for the doors, and the item textures for them, when they break, they stay in their new forms, by the way.
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Re: 14w29b - 14w32d

Postby psychedelicsim » August 10th, 2014, 2:16 pm

So exciting! Wonderful pictures, Linda. :joy:
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