Minecraft Megathread; yeah its update 1.12 big whoop what about it

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is minecraft dead

yes
270 (61.8%)
no
167 (38.2%)

Total Members Voted: 436

Author Topic: Minecraft Megathread; yeah its update 1.12 big whoop what about it  (Read 5716354 times)

You can download the client.
Would it work for my computer?
DX = DX 9.0c
OS = XP
2038 RAM
Proc. = Intel Celeron CPU 2.66GHz

http://www.youtube.com/watch?v=NszGurDUlHc
Kinda a cool video
Notch tests the level generator sorta. Its kinda hard to explain, so just watch it.

http://www.youtube.com/watch?v=NszGurDUlHc
Kinda a cool video
Notch tests the level generator sorta. Its kinda hard to explain, so just watch it.
slowpoke.png

You're both stupid.
Kiwibear - slowpoke.jpeg
Jtbreslow - for saying what I was only allowed to say

You're both stupid.
Kiwibear - slowpoke.jpeg
Jtbreslow - for saying what I was only allowed to say
Your not even allowed to say it.


Would it work for my computer?
DX = DX 9.0c
OS = XP
2038 RAM
Proc. = Intel Celeron CPU 2.66GHz
Uh oh, I downloaded it and I got this error.
Code: [Select]

      Bad video card drivers!     
      -----------------------     

Minecraft was unable to start because it failed to find an accelerated OpenGL mode.
This can usually be fixed by updating the video card drivers.



--- BEGIN ERROR REPORT 7fe0271 --------
Generated 7/27/10 3:57 AM

Minecraft: Minecraft Alpha v1.0.12
OS: Windows XP (x86) version 5.1
Java: 1.6.0_20, Sun Microsystems Inc.
VM: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
LWJGL: 2.4.2
[failed to get system properties (java.lang.NullPointerException)]

org.lwjgl.LWJGLException: Pixel format not accelerated
at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:185)
at org.lwjgl.opengl.Display.createWindow(Display.java:311)
at org.lwjgl.opengl.Display.create(Display.java:856)
at org.lwjgl.opengl.Display.create(Display.java:784)
at org.lwjgl.opengl.Display.create(Display.java:765)
at net.minecraft.client.Minecraft.a(SourceFile:197)
at net.minecraft.client.Minecraft.run(SourceFile:556)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT a0844c8d ----------

Uh oh, I downloaded it and I got this error.
Code: [Select]
    Bad video card drivers!     
      -----------------------     

Minecraft was unable to start because it failed to find an accelerated OpenGL mode.
This can usually be fixed by updating the video card drivers

Something tells me you should probably update your video card drivers...

Code: [Select]
    Bad video card drivers!     
      -----------------------     

Minecraft was unable to start because it failed to find an accelerated OpenGL mode.
This can usually be fixed by updating the video card drivers

Something tells me you should probably update your video card drivers...
I don't even know what drivers I have.

I don't even know what drivers I have.
Whats your video card?


Blog update:

Quote from: Notch
It might not be complete, but I think it’s stable
I ran a multiplayer test overnight, and told people they could invite their friends, too, so the server would be full all night. The internet being the internet meant it took about 20 minutes before the password had leaked to a couple of large communities. I figured I might as well just go for a proper stress test, and announced the password on my twitter as well.

It’s now some 7-8 hours later, and the server is still running. It’s getting 3-5 connection attempts per second, the log is so huge that it’s causing actual slowdowns just to update it in the gui, and apparently gameplay is kind of laggy, but it’s still running, and the memory profile is SMOOTH.



Memory usage on an infinite map, with all players being far away from each other, is about 35 MB/player. That means you could in theory host a server for 28 players with 1 GB ram. In reality, the server uses some overhead ram that varies with how many entities there are, how fast players are moving (the map generator), and how many monsters there are and what they’re doing (more when they’re pathfinding), so it’s probably more like 20-24 players maximum per 1GB of ram, for an infinite server.

The memory usage is worst-case with everyone heading in their own direction, though. If they stay close to each other, it’s significantly less. Almost all of the RAM usage is terrain data.
If you chose to limit the playing area, the memory usage gets capped at 320 bytes per m^2 of surface area. That means that if you limit the playing area to 1600*1600 blocks, the server will never use more than 800 MB of terrain data, regardless of player count.

The biggest bugs so far:
  • Sometimes an entire chunk fails to get added to the client, making a huge hole in the world. Trying to jump down it leads to the server resetting your position, but since that’s still over the hole, you start falling again, ever faster. It’s pretty disturbing. I THINK I know what causes this.
  • When players get too far away from each other, they stop being able to see each other. I know what causes this.
  • There’s a lot of repeating terrain (the same chunk over and over) out in the distance where there should be no terrain. I think this is related to the first bug.
And there are some major things left to implement before it’s a game:
  • Inventory (it’s client-side at the moment)
  • Health and respawn (same)
  • Crafting
  • ItemEntities (signs, chests)
  • Monsters
  • Detecting flying players. (It already detects players why try to pass through the terrain)
I plan on finishing up the first four points before releasing a test server.

Link: http://notch.tumblr.com/post/865210123/it-might-not-be-complete-but-i-think-its-stable

What is it in Dxdiag?
I think so, if not look in device manager.

I think so, if not look in device manager.
No, I mean what section/name is it in DXDiag?

No, I mean what section/name is it in DXDiag?
Lol sorry it's under Display.