dynamxinc / dynamx Goto Github PK
View Code? Open in Web Editor NEWA Minecraft mod that aims to add realistic physics to Minecraft
Home Page: http://dynamx.fr
License: Other
A Minecraft mod that aims to add realistic physics to Minecraft
Home Page: http://dynamx.fr
License: Other
Describe the bug
White box that appears randomly on all models (it appears when the game is launched and does not disappear until the game is restarted)
To Reproduce
Steps to reproduce the behavior:
Mods:
Additional context
mps: HTTP (not S) localhost
Describe the bug
The behavior of the vehicles and props in multiplayer is very jerky and laggy.
To Reproduce
Play in mutiplayer with other players.
Expected behavior
A smooth and efficient synchronisation.
The LocalCarAttachPoint parameter does not take the vehicle scale into account when calculating the actual door position.
When an entity is spawned and you leave the chunks (chunks are no longer displayed) and when you render the chunk with the vehicle, the doors are no longer restored.
Describe the bug
The newest AcsGuis jar isnt on web for download
To Reproduce
Steps to reproduce the behavior:
Expected behavior
DynamX will download the newest AcsGuis and start my game :(
Desktop (please complete the following information):
Additional context
It would be nice to change the acsguis url in the beta branche to https://maven.dynamx.fr/ui/native/ACsGuisRepo/fr/aym/acsguis/ACsGuis/[version] to avoid the problems, for releases it could be the dynamx libs website
In the beta version (4) the BaseMaterial property is required with HIGH priority.
It should not be required.
Describe the bug
The behavior of the bounding box of big blocks is buggy.
To Reproduce
Place a big obj block.
Describe the bug
Since the Commit "Update MPS", Models from Packs (for example BasicPack) cannot load and there appear "Error" Vehicles everywhere
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Beautiful Car Models form Dartcher
Desktop (please complete the following information):
Extra comment
I reverted the commit on my personal fork and the issue not there anymore
Would you please consider tagging the commits of this project according to the releases on curseforge? The lack of tagged commits and releases on GitHub prevents potential contributors from identifying errant commits and submitting patches. Additionally, if someone "watches" the repository "releases", they would like to receive notifications on Github, as CurseForge has no such mechanism.
Bug report : [Français]
Lors du drop d'un item, celui-ci passe à travers les collisions des blocs importer par Dynamx (vidéo 1).
https://youtu.be/Kpu2b4ZkSkE (vidéo 1)
Bug report : [English]
When dropping an item, it passes through the collisions of the blocks imported on Dynamx (video 1).
https://youtu.be/Kpu2b4ZkSkE (video 1)
Tout model register manuellement via DynamXModelRegistry.registerModel() n'est pas register car il est clear avant dans la méthode onPackInfosReloaded()
de DynamXModelRegistry
Describe the bug
If a block larger than 3 blocks is placed, you can simply walk through the positions further away than 3 blocks and then also walk completely through the hitbox.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Hitboxes should work on large blocks too
Version
Describe the bug
The preview of a DynamX block placement always shows the default texture, instead of the actual texture of the block being placed.
To Reproduce
Steps to reproduce the behavior:
Start the game and enter a world with DynamX blocks.
Select a DynamX block from your inventory.
Hover your cursor over the spot where you intend to place the block.
Observe the block preview's texture.
Expected behavior
The texture shown in the block placement preview should correspond to the specific texture of the block being placed, rather than the default texture.
Describe the bug
Encrypted DynamX Packs are not loaded correctly at first startup.
The obj file is not found at the first startup.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Packs should be loaded correctly on first startup
Version
Additional context
If you close the game afterwards and start it again everything always works
Exception
java.lang.RuntimeException: Model Model dynamxmod:models/obj/bmw_m4/m4-statemc.obj in pack DartcherPack cannot be loaded ! java.io.FileNotFoundException: dynamxmod:models/obj/bmw_m4/m4-statemc.obj Has secure loader: true
fr.dynamx.common.objloader.data.ObjModelData.(ObjModelData.java:48)
fr.dynamx.common.DynamXContext.getObjModelDataFromCache(DynamXContext.java:138)
fr.dynamx.client.renders.model.renderer.ObjModelRenderer.loadObjModel(ObjModelRenderer.java:78)
fr.dynamx.client.DynamXModelRegistry.lambda$null$0(DynamXModelRegistry.java:163)
fr.dynamx.client.DynamXModelRegistry$$Lambda$509/2133753354.call(Unknown Source)
When we walk on flat DynamX blocks, we are stuck at the intersection between blocks, even if there is no gap.
We should be able to walk on grounds formed of DynamX blocks.
Affected versions : all.
Describe the bug
Since some commit the ACsService interface was removed. In the Docs of the class is written "Required here in DynamX because of the coremod loading system :c" though it was removed.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
My game start
Desktop (please complete the following information):
Sometimes, very scarcely, the collisions of a chunk fail to load, causing the entities (including vehicles) to fall into the world.
To Reproduce
Drive a long time.
Additional context
Affected versions DynamX 4.0.0 (and before ?)
Describe the bug
DnxChunks region files are used across worlds somehow
To Reproduce
Steps to reproduce the behavior:
DynamX version
latest beta branch
Expected behavior
The props should adapt to the terrain of the new world and not to that of the old one
Bug report : [Français]
Perte de performance en jeu à intervalle régulier, en mouvement ou même statique (vidéo1). Le mod étant uniquement utilisé avec le mod OptiFine_1.12.2_HD_U_G5 sous Forge-14.23.5.2859 en 1.12.2 (image 1).
https://youtu.be/DGYrGiC2ysg (vidéo 1)
https://rb.gy/moc4ve (image 1)
Bug report : [English]
Performance loss occurs at regular intervals, whether in motion or static (video1). The mod is only used with the OptiFine_1.12.2_HD_U_G5 mod under Forge-14.23.5.2859 in 1.12.2 (image 1).
https://youtu.be/DGYrGiC2ysg (vidéo 1)
https://rb.gy/moc4ve (image 1)
Is your feature request related to a problem? Please describe.
Hello!
When I was recording DynamX cars with replay mod in the older versions of DynamX the cars moved. Now in the version 4 of DynamX the cars do not move anymore when playing the replay
Describe the solution you'd like
If possible I would like the cars to work with replay mod
Describe alternatives you've considered
The only option is to record manually but with using shaders this is a paintaking process. We need a lag free recording of the cars when using shaders at the same time
Transparent textures available on vehicles do not work on armor,
also on blocks but it's probably a different treatment
versions : all
Describe the bug
When a player passes over an mcreator tile with a DynamX vehicle, the physics engine crashes and it is necessary to remove the player data.
Error
[08:50:50] [Server thread/ERROR] [DynamX]: Cannot load terrain save at VCP[-73, 4, 26], invalidating it...
java.lang.IllegalStateException: Cannot load an errored terrain element !
at fr.dynamx.common.physics.terrain.element.TerrainElementsFactory.lambda$static$0(TerrainElementsFactory.java:12) ~[TerrainElementsFactory.class:?]
at fr.dynamx.common.physics.terrain.element.TerrainElementsFactory.call(TerrainElementsFactory.java:27) ~[TerrainElementsFactory.class:?]
at fr.dynamx.common.physics.terrain.element.TerrainElementsFactory.getById(TerrainElementsFactory.java:33) ~[TerrainElementsFactory.class:?]
at fr.dynamx.common.physics.terrain.cache.VirtualTerrainFile.loadChunk(VirtualTerrainFile.java:92) ~[VirtualTerrainFile.class:?]
at fr.dynamx.common.physics.terrain.cache.FileTerrainCache.load(FileTerrainCache.java:165) ~[FileTerrainCache.class:?]
at fr.dynamx.common.physics.terrain.chunk.ChunkCollisions.loadCollisionsSync(ChunkCollisions.java:300) ~[ChunkCollisions.class:?]
at fr.dynamx.common.physics.terrain.PhysicsWorldTerrain.loadChunkCollisionsNow(PhysicsWorldTerrain.java:322) ~[PhysicsWorldTerrain.class:?]
at fr.dynamx.common.physics.terrain.PhysicsWorldTerrain.subscribeToChunk(PhysicsWorldTerrain.java:142) ~[PhysicsWorldTerrain.class:?]
at fr.dynamx.common.physics.terrain.PhysicsEntityTerrainLoader.lambda$update$0(PhysicsEntityTerrainLoader.java:90) ~[PhysicsEntityTerrainLoader.class:?]
at java.util.HashMap.forEach(HashMap.java:1290) ~[?:1.8.0_312]
at fr.dynamx.common.physics.terrain.PhysicsEntityTerrainLoader.update(PhysicsEntityTerrainLoader.java:89) ~[PhysicsEntityTerrainLoader.class:?]
at fr.dynamx.common.physics.world.BasePhysicsWorld.lambda$stepSimulationImpl$0(BasePhysicsWorld.java:135) ~[BasePhysicsWorld.class:?]
at java.util.ArrayList.forEach(ArrayList.java:1259) [?:1.8.0_312]
at fr.dynamx.common.physics.world.BasePhysicsWorld.stepSimulationImpl(BasePhysicsWorld.java:128) [BasePhysicsWorld.class:?]
at fr.dynamx.common.physics.world.BuiltinPhysicsWorld.stepSimulation(BuiltinPhysicsWorld.java:45) [BuiltinPhysicsWorld.class:?]
at fr.dynamx.common.physics.PhysicsTickHandler.tickWorldPhysics(PhysicsTickHandler.java:127) [PhysicsTickHandler.class:?]
at fr.dynamx.common.physics.PhysicsTickHandler.tickServer(PhysicsTickHandler.java:89) [PhysicsTickHandler.class:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_171_PhysicsTickHandler_tickServer_ServerTickEvent.invoke(.dynamic) [?:1.12.2-a0c0ffb0]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) [ASMEventHandler.class:1.12.2-a0c0ffb0]
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:190) [EventBus.class:1.12.2-a0c0ffb0]
at net.minecraftforge.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:283) [FMLCommonHandler.class:1.12.2-a0c0ffb0]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:790) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:672) [MinecraftServer.class:?]
at java.lang.Thread.run(Thread.java:748) [?:1.8.0_312]
[08:50:50] [Server thread/ERROR] [DynamX]: Failed to add fr.dynamx.common.physics.terrain.element.DynamXBlockTerrainElement@1435e12e in ChunkCollisions[x=-73;y=4;z=26]
java.lang.IllegalStateException: DynamX block TE failed to load at (-1168.0, 64.0, 416.0)
at fr.dynamx.common.physics.terrain.element.DynamXBlockTerrainElement.build(DynamXBlockTerrainElement.java:68) ~[DynamXBlockTerrainElement.class:?]
at fr.dynamx.common.physics.terrain.chunk.ChunkCollisions.lambda$localLoadCollisions$5(ChunkCollisions.java:400) ~[ChunkCollisions.class:?]
at java.util.ArrayList.forEach(ArrayList.java:1259) ~[?:1.8.0_312]
at fr.dynamx.common.physics.terrain.chunk.ChunkCollisions.localLoadCollisions(ChunkCollisions.java:398) ~[ChunkCollisions.class:?]
at fr.dynamx.common.physics.terrain.chunk.ChunkCollisions.loadCollisionsSync(ChunkCollisions.java:301) ~[ChunkCollisions.class:?]
at fr.dynamx.common.physics.terrain.PhysicsWorldTerrain.loadChunkCollisionsNow(PhysicsWorldTerrain.java:322) ~[PhysicsWorldTerrain.class:?]
at fr.dynamx.common.physics.terrain.PhysicsWorldTerrain.subscribeToChunk(PhysicsWorldTerrain.java:142) ~[PhysicsWorldTerrain.class:?]
at fr.dynamx.common.physics.terrain.PhysicsEntityTerrainLoader.lambda$update$0(PhysicsEntityTerrainLoader.java:90) ~[PhysicsEntityTerrainLoader.class:?]
at java.util.HashMap.forEach(HashMap.java:1290) ~[?:1.8.0_312]
at fr.dynamx.common.physics.terrain.PhysicsEntityTerrainLoader.update(PhysicsEntityTerrainLoader.java:89) ~[PhysicsEntityTerrainLoader.class:?]
at fr.dynamx.common.physics.world.BasePhysicsWorld.lambda$stepSimulationImpl$0(BasePhysicsWorld.java:135) ~[BasePhysicsWorld.class:?]
at java.util.ArrayList.forEach(ArrayList.java:1259) [?:1.8.0_312]
at fr.dynamx.common.physics.world.BasePhysicsWorld.stepSimulationImpl(BasePhysicsWorld.java:128) [BasePhysicsWorld.class:?]
at fr.dynamx.common.physics.world.BuiltinPhysicsWorld.stepSimulation(BuiltinPhysicsWorld.java:45) [BuiltinPhysicsWorld.class:?]
at fr.dynamx.common.physics.PhysicsTickHandler.tickWorldPhysics(PhysicsTickHandler.java:127) [PhysicsTickHandler.class:?]
at fr.dynamx.common.physics.PhysicsTickHandler.tickServer(PhysicsTickHandler.java:89) [PhysicsTickHandler.class:?]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler_171_PhysicsTickHandler_tickServer_ServerTickEvent.invoke(.dynamic) [?:1.12.2-a0c0ffb0]
at net.minecraftforge.fml.common.eventhandler.ASMEventHandler.invoke(ASMEventHandler.java:90) [ASMEventHandler.class:1.12.2-a0c0ffb0]
at net.minecraftforge.fml.common.eventhandler.EventBus.post(EventBus.java:190) [EventBus.class:1.12.2-a0c0ffb0]
at net.minecraftforge.fml.common.FMLCommonHandler.onPreServerTick(FMLCommonHandler.java:283) [FMLCommonHandler.class:1.12.2-a0c0ffb0]
at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:790) [MinecraftServer.class:?]
at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:672) [MinecraftServer.class:?]
at java.lang.Thread.run(Thread.java:748) [?:1.8.0_312]
[08:50:50] [Server thread/ERROR] [DynamX]: Cannot load terrain save at VCP[-72, 4, 26], invalidating it...
To Reproduce
Server:
Bonjour, la version classique de DynamX était autrefois compatible avec le mod DynamicSurroundings mais ne l'est désormais plus avec cette version beta test.
Il s'agit d'un mod qui rajoute des sons d'ambiance au jeu ce qui est je trouve très utile pour un serveur rp réaliste.
Je sais que cette demande ne sera pas mis dans vos priorités (à moins qu'elle ne soit très demandé) mais je tenait tout de même à vous l'informer.
Merci.
-----------------------------------------------------------------------------------------
-----------------------------------------------------------------------------------------
Hello, the classic version of DynamX was formerly compatible with the DynamicSurroundings mod but is no longer compatible with this beta test version.
This is a mod that adds ambient sounds to the game which I find very useful for a realistic server rp.
I know that this request will not be put in your priorities (exept if its very requested) but i wanted to inform you.
Thanks.
Is your feature request related to a problem? Please describe.
With the newest version of DynamX BasicsAddon doesn't work
Describe the solution you'd like
Update DynamX as dependency and fix breaking changes
Describe the bug
When I load my game sometimes I randomly get a crash from DynamX. This crash tends to be more commons the more I have models registered in DynamX.
net.minecraftforge.fml.common.LoaderExceptionModCrash: Caught exception from ACsLib (acslib)
Caused by: java.lang.NullPointerException
at java.util.ArrayList.forEach(ArrayList.java:1257)
at fr.dynamx.client.DynamXModelRegistry.lambda$reloadModels$4(DynamXModelRegistry.java:188)
at fr.aym.acslib.services.impl.thrload.DynamXThreadedModLoader.step(DynamXThreadedModLoader.java:117)
at fr.aym.acslib.services.impl.thrload.DynamXThreadedModLoader.onFMLStateEvent(DynamXThreadedModLoader.java:49)
at fr.aym.acslib.impl.ACsPlatform.lambda$notifyServices$0(ACsPlatform.java:81)
at java.util.ArrayList.forEach(ArrayList.java:1257)
at fr.aym.acslib.impl.ACsPlatform.notifyServices(ACsPlatform.java:81)
at fr.aym.acslib.ACsLib.init(ACsLib.java:44)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraftforge.fml.common.FMLModContainer.handleModStateEvent(FMLModContainer.java:639)
at sun.reflect.GeneratedMethodAccessor9.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91)
at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150)
at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76)
at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399)
at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71)
at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116)
at com.google.common.eventbus.EventBus.post(EventBus.java:217)
at net.minecraftforge.fml.common.LoadController.sendEventToModContainer(LoadController.java:219)
at net.minecraftforge.fml.common.LoadController.propogateStateMessage(LoadController.java:197)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at com.google.common.eventbus.Subscriber.invokeSubscriberMethod(Subscriber.java:91)
at com.google.common.eventbus.Subscriber$SynchronizedSubscriber.invokeSubscriberMethod(Subscriber.java:150)
at com.google.common.eventbus.Subscriber$1.run(Subscriber.java:76)
at com.google.common.util.concurrent.MoreExecutors$DirectExecutor.execute(MoreExecutors.java:399)
at com.google.common.eventbus.Subscriber.dispatchEvent(Subscriber.java:71)
at com.google.common.eventbus.Dispatcher$PerThreadQueuedDispatcher.dispatch(Dispatcher.java:116)
at com.google.common.eventbus.EventBus.post(EventBus.java:217)
at net.minecraftforge.fml.common.LoadController.distributeStateMessage(LoadController.java:136)
at net.minecraftforge.fml.common.Loader.initializeMods(Loader.java:749)
at net.minecraftforge.fml.client.FMLClientHandler.finishMinecraftLoading(FMLClientHandler.java:336)
at net.minecraft.client.Minecraft.init(Minecraft.java:582)
at net.minecraft.client.Minecraft.run(Minecraft.java:422)
at net.minecraft.client.main.Main.main(Main.java:118)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraft.launchwrapper.Launch.launch(Launch.java:135)
at net.minecraft.launchwrapper.Launch.main(Launch.java:28)
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at net.minecraftforge.gradle.GradleStartCommon.launch(GradleStartCommon.java:97)
at GradleStart.main(GradleStart.java:25)
Describe the bug
When picking up a DynamX block using the middle mouse button, the texture displayed is always the default texture, instead of the correct texture corresponding to the specific block.
To Reproduce
Steps to reproduce the behavior:
Start the game and enter a world with DynamX blocks.
Move the cursor over a DynamX block.
Click the middle mouse button to pick up the block.
Observe the texture of the picked-up block.
Expected behavior
When a DynamX block is picked up using the middle mouse button, the texture displayed should correspond to the specific block, not the default texture.
A declarative, efficient, and flexible JavaScript library for building user interfaces.
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google ❤️ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.