Jump to content

Recommended Posts

Posted

Need a little help....

 

OreSpawn for 1.7.10 is almost done. Most things appear to work just fine now. Only one little problem left... LAG!

 

Yes, the dreaded LAG problem. It's back with a vengeance this time. Unfortunately, it is again in a portion of the game code that I have no control over, and so I need you all to help get it fixed.

 

I've already done everything I can, unfortunately. And I can say quite clearly and confidently that there is no problem with the OreSpawn chunk generation code. The number of blocks set are minimized. Blocks are not placed outside of chunk bounds. There are no massive calculations going on. I've followed the examples in the base MC code to the T. Even commenting out the chunk generation code doesn't help, so I know it's not there.

 

What is the lag and where is it? In every dimension except the Vanilla World. Just click an ant to change dimension, and then move around a little bit. The game will grind to a halt. Wait long enough, and it will recover and continue, but it is completely unplayable. You'll see. I obviously can't release it like this.

 

So... the problem appears to be somewhere in the loading and/or lighting of chunks, not the generation. If someone (or a whole bunch of someones!) can please ask MC and Forge to take a look... well... that would be greatly appreciated by all of us!

 

Just download the latest development version and click an ant. Lag City USA.  I'll be happy to supply test code to MC/Forge to work with to solve the problem if they need it. I can even test their fixes if they'd like. Just ask them to contact me!

 

PLEASE ASK MC TO FIX BUG: [JIRA] (MC-73941)

 

THANKS!!!

 

Danger and Atila1091

 

Posted

We do not have control over what bugs Mojang wants to fix - if it's critical enough and affects modded minecraft very severely then we'll consider.

 

But for now, no.

Read the EAQ before posting! OR ELSE!

 

This isn't building better software, its trying to grab a place in the commit list of a highly visible github project.

 

www.forgeessentials.com

 

Don't PM me, I don't check this account unless I have to.

Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello all. I'm currently grappling with the updateShape method in a custom class extending Block.  My code currently looks like this: The conditionals in CheckState are there to switch blockstate properties, which is working fine, as it functions correctly every time in getStateForPlacement.  The problem I'm running into is that when I update a state, the blocks seem to call CheckState with the position of the block which was changed updated last.  If I build a wall I can see the same change propagate across. My question thus is this: is updateShape sending its return to the neighbouring block?  Is each block not independently executing the updateShape method, thus inserting its own current position?  The first statement appears to be true, and the second false (each block is not independently executing the method). I have tried to fix this by saving the block's own position to a variable myPos at inception, and then feeding this in as CheckState(myPos) but this causes a worse outcome, where all blocks take the update of the first modified block, rather than just their neighbour.  This raises more questions than it answers, obviously: how is a different instance's variable propagating here?  I also tried changing it so that CheckState did not take a BlockPos, but had myPos built into the body - same problem. I have previously looked at neighbourUpdate and onNeighbourUpdate, but could not find a way to get this to work at all.  One post on here about updatePostPlacement and other methods has proven itself long superceded.  All other sources on the net seem to be out of date. Many thanks in advance for any help you might offer me, it's been several days now of trying to get this work and several weeks of generally trying to get round this roadblock.  - Sandermall
    • sorry, I might be stupid, but how do I open it? because the only options I have are too X out, copy it, which doesn't work and send crash report, which doesn't show it to me, also, sorry for taking so long.
    • Can you reproduce this with version 55.0.21? A whole lot of plant placement issues were just fixed in this PR.
    • Necro'ing that thread to ask if you found a solution ? I'm encountering the same crash on loading the world. I created the world in Creative to test my MP, went into survival to test combat, died, crashed on respawn and since then crash on loading the world. Deactivating Oculus isn't fixing it either, and I don't have Optifine (Twilight forest is incompatible)
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.