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BakedQuad Fix Problems
voidsong-dragonfly opened this issue ยท 20 comments
- LoliASM adding its own classes to BakedQuad override - it's adding
zone.rong.loliasm.bakedquad.SupportingBakedQuad
to the config list. This then causes crashes with IE (and probably some other mods too) due to NoClassDefFound errors. Pretty much everything works fine without the insertion. Log's here - When it modifies my IW fork's BakedQuad stuff, the flywheels no longer render their outer parts. I'm not 100% sure if this is because of the modifications LoliASM does to this class, or if it's due to how I grab textures from blocks here (different class) but something is causing them not to render.
- Grass is rendering as its default grey color, non-biome-color mapped. Unsure which mod of mine is doing it, if it is one, but removing just BiomeTweaker + BTCore nor just Quark fixed this.
- LoliASM with the config linked here crashes with CTM with this error log
- Item frames seem to cause the server to simply hang. This was after I disabled Quark to see if it was the single cause of the grass (no), so I don't know if they would with Quark. Nothing provided for a crash report, game simply hung and needed to be killed.
Any problem was tested without 4) except for 4) due to the game not loading with CTM enabled. Config provided for 4) was common across all issues except for 1), which has its note on what LoliASM added.
Neither 2) nor 3) seem to leave anything in the log at the time of the problem. Log has been provided for those two here in case you want it
Modlist is here - All issues were tested with this modlist unless otherwise specified
- and 5) Seem to be fixed with 4.2!
- however is still a bug, I still can't see the outer flywheel bits
@Silfryi 4 as in the 4th one in OP? I haven't gotten that crash yet in my test env
Sorry, I must've mistyped; I meant # 2. # 2 in OP is the only one still broken.
Np! If you want any more just ask. I tried to provide as much as I could because the bugs were pretty elusive and having too little info is never fun.
verified/ seems related
crash-2021-10-17_04.30.55-client.txt
but this is with Quark, CCL, and IF - crash when playing around with the tank, updated loli config with new bakeQuads and crash upon world load.
removing Loli let me load back into my world. Removing the line from the config might have achieved same result but on next load it would be auto added back i guess.
EDIT: Will test now with version 3.2.1
Update: #1 and #4 seem fixed with 3.2.1. I now actually have a crash for the item frame thing, which is gotten with the above config/modlist/etc on 3.2.1. Report is here Secondary update, grass thing affects all block colorizers, not just grass. So AR crystals/LV blocks/etc
@Silfryi try launching with this: loliasm-3.3.zip (unzip bc GitHub doesn't allow .jar uploads). Beware there will be verbose logging, but hopefully it'll give me more info of why its failing to render the quads when the item frame is being rendered.
@SilverBackSpartan that'll be fixed in 3.3, just need to handle heuristic edge-case
@Rongmario here's the new log upon rendering the item frame and crashing: log
@Rongmario here's the new log upon rendering the item frame and crashing: log
Just noticed: org.spongepowered.asm.mixin.transformer.throwables.InvalidMixinException: The specified mixin 'zone.rong.loliasm.client.models.bakedquad.mixins.NewBakedQuadCallsRedirector' was not found
,
very weird; since earlier in the log:
[LoliASM]: Defining NewBakedQuadCallsRedirector Mixin. With these mixin targets: [malte0811.industrialwires.client.render.TileRenderMechMB, mekanism.client.render.MekanismRenderer, blusunrize.immersiveengineering.client.models.SmartLightingQuad, codechicken.lib.render.buffer.BakingVertexBuffer, zone.rong.loliasm.bakedquad.SupportingBakedQuad, forestry.storage.models.ModelCrate, codechicken.lib.util.VertexDataUtils, net.minecraft.client.renderer.block.model.FaceBakery]
I have no clue what it could be, debugged this to make sure it worked very well before... Damn.
@Silfryi mind just testing 4.4.1 when it gets released on CF? Just so we can try consolidate and find what the status is of this problem now.
Yeah, will do. I've mostly moved on to 1.16 atm but it should be no issue.
AR's big enough I can only support one version, and the one I need to support is 1.16. I'll still test, I just won't be doing large amounts of playtesting to see if it's fixed fixed,
Just tested, and 4.4.1 does not seem to fix # 2, which is the last problem still standing for this issue. Unsure what the cause is, but the quads still are not rendering.