Roadhog360 / SimpleSkinBackport

Skin backport for 1.7.10, hopefully the definitive one
MIT License
6 stars 1 forks source link

The skeleton's skin was rendered incorrectly #6

Closed Omgise closed 2 weeks ago

Omgise commented 2 weeks ago

屏幕截图 2024-09-08 153929 屏幕截图 2024-09-08 154012

Roadhog360 commented 2 weeks ago

What commit are you currently on?

Omgise commented 2 weeks ago

bug submission

Omgise commented 2 weeks ago

I found that after removing the SimpleSkinBackport, the skeleton's skin became normal

Roadhog360 commented 2 weeks ago

bug submission

That doesn't answer the question. What is the version you are running

Omgise commented 2 weeks ago

simpleskinbackport-0d97fd8-master+0d97fd8d97-dirty, sorry for not understanding your meaning earlier, due to the translator's issue

Roadhog360 commented 2 weeks ago

2024-09-08_04 29 38 Can't reproduce the issue; it's probably a mod conflict

Omgise commented 2 weeks ago

I will try to find the conflicting mod

Roadhog360 commented 2 weeks ago

How do zombies, endermen etc look?

Omgise commented 2 weeks ago

How do zombies, endermen etc look?

They look normal, with no rendering errors

Omgise commented 2 weeks ago

I found it was back to normal after removing AsieLib (I think it's this mod. I've deleted so many mods I can't remember which one)

Roadhog360 commented 2 weeks ago

This is a real issue, mod conflicts do need to be resolved. Something about AsieLib is causing skeletons to be marked as a player.

Roadhog360 commented 2 weeks ago

2024-09-08_18 02 48 2024-09-08_18 03 05

After installing AsieLib, I still cannot reproduce the issue. I don't see any code relating to entity rendering in it either.

Omgise commented 2 weeks ago

Now I find that backhand is the cause of the problem

Omgise commented 2 weeks ago

I used the backhand branch of GTNH:https://github.com/GTNewHorizons/Backhand

Roadhog360 commented 2 weeks ago

Confirmed with Backhand

Roadhog360 commented 2 weeks ago

2024-09-08_20 29 23 2024-09-08_20 29 29 Happens with zombies too.

Roadhog360 commented 2 weeks ago

Worked around it but I still think this is a valid issue over on their end; I had to rewrite a significant portion of code to work around it.