[Crash] Issue with HBM's Nuclear Tech Mod
gatoborrachon opened this issue ยท 7 comments
Short Description
When the game tries to render your body when you are a ghost, the game crashes
To Reproduce
Steps to reproduce the behavior:
- Play with HBM's Nuclear Tech Mod and Survival Inc.
- Die
- Press "E" or "F5"
- See error
Crash Report
https://pastebin.com/PdvPbYG0
Additional Notes
Tell me if this is fault of HBM's Nuclear Tech Mod to open an issue in their Github
oh sorry, i forgot to tell you to check the 1.12.2-test
branch
i remember that something similar happened with the mod Ido, maybe its more fault from HBM's Nuclear Tech Mod than yours, but when Ido mod switched to use Obfuscate that issue stopped, i think i need to open an issue in HBM's Nuclear Tech Mod github.
if you want to see the changelog of Ido, here is it:
https://www.curseforge.com/minecraft/mc-mods/ido/files/3096693
Hi, I have looked into the crash report, but it seems that the file where the crash happens (ModEventHandlerClient.java:1091) is no longer the same (on github, it has just about 216 lines). What I am trying to say is that try to specify which version you're using, and maybe try updating to see if the crash hasn't been resolved on their side. Because unless I can look up their source code at that point where it crashes, my hands are tied in this.
ok, let me open that issue, i wil link this one reffering to your comment, and if you want to build a workspace with HBM's Nuclear Tech Mod, use the "gradle" folder and "build.gradlew" file from any other 1.12 mod you worked on and then see the readme of that mod, you know that forge likes to break things and the porter of that mod forgot to upload that file, but its a minor issue
Well, I am going to make a PR to that mod, so I will be commenting on your issue soon. I think I will also add the gradle build system in the PR, setting it up every time from scratch is such a pain in ass. Anyways, I have already made that patch and currently I am running some tests with the newly compiled mod, so I can be sure it works as expected.
Okay I will take a look on that. Also, there is no need to open up an issue on their side yet, it might be my fault as well (I just can't see anything wrong with my code at this moment, that's why I have to investigate this further.)
EDIT: Okay I had a quick look on the source you have linked (really thanks for that!), but the actual conflicting code seems to be on Line 1152 in method preRenderLiving. They're basically assuming that everything that renders player as EntityLivingBase uses RenderPlayer (see the cast to RenderPlayer on that line). This is assumption may be true for vanilla, but not for anything that replaces the default player renderer (RenderPlayer). Looking at the code, it should behave exactly the same if they had used just RenderLivingBase instead of RenderPlayer (i.e. the RenderPlayer cast is an unnecessary assumption leading to errors like this). So if you want, you can open up an issue on their page describing this. Anyways, I will try to compile their code with this patch applied, and I will update you on the issue.
The pull request with the patch has been merged to HBM's source tree. As such, I am closing this issue as solved.