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Incompatibility with Electro-Magic Tools Classic #376

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xJon opened this issue Apr 29, 2024 · 8 comments
Closed

Incompatibility with Electro-Magic Tools Classic #376

xJon opened this issue Apr 29, 2024 · 8 comments
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Fixed in Dev This is fixed in the source, but might take a little bit to get released in an update

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@xJon
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xJon commented Apr 29, 2024

First reported over kappa-maintainer/ElectroMagicToolsClassic#2, when Thaumic Augmentation is installed, these icons of EMTC's section (representing the various custom Goggles & Boots) are not rendered in the Thaumonomicon:
image

Without Thaumic Augmentation:
image

Any idea what could be causing this?
Thank you!

@TheCodex6824
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Do the items render normally in the inventory when TA is installed? What about other armor items in the thaumonomicon?

My first guess would be morphic armor breaking the rendering for some reason - try adding exceptions for these items to the TA config.

@xJon
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xJon commented Apr 29, 2024

Indeed they render fine in the inventory with TA installed. What do you mean about other armour items in the Thaumonomicon? EMTC also offers wings which render fine, but I'm not sure if they count as armour:
image

Oh - I added them into the config and they seem to render again!
image
image

@xJon
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xJon commented Apr 29, 2024

Does adding those pieces to MorphicArmorExclusions mean the player can't wear them whilst looking like something else, or can't wear something whilst looking like them (or both)?

@TheCodex6824
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Does adding those pieces to MorphicArmorExclusions mean the player can't wear them whilst looking like something else, or can't wear something whilst looking like them (or both)?

It means the player won't see the corresponding item model for the item in their inventory. When actually wearing the armor, the player model will have the correct armor, it's just the inventory icon that will be incorrect.

The way morphic armor works for the items is that it replaces the models of all armor item models with a wrapper model that checks if it is morphic armor or not and does special behavior with that. That config option is disabling the wrapper model from being applied to whatever items are specified in it. The actual armor rendering on the player is handled through an event, so I don't need to go replacing models.

If you give me a list of items that aren't rendering properly, I can take a look at if it's a TA bug. If I can't fix it, I can at least add them to the default config.

@xJon
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xJon commented May 13, 2024

I see. Here's a list:

        welectromagic:itemelectricgoggles
        welectromagic:itemnanogoggles
        welectromagic:itemquantumgoggles
        welectromagic:itemelectricboots
        welectromagic:itemnanoboots
        welectromagic:itemquantumboots

(kappa-maintainer/ElectroMagicToolsClassic@c4bd3ad already adds them to the default config)
Thank you!

@TheCodex6824
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TheCodex6824 commented Nov 22, 2024

I tried to find out why exactly these weren't working, but I didn't find anything definitive. I did see there is code for supporting old IIcon-style rendering that just uses direct OpenGL calls instead of the model system in WeissCore, but I couldn't find where the armor opts into that behavior. If that's indeed the reason why it's not working, then there's not much I can do about it sadly beyond adding them to the default config.

@TheCodex6824 TheCodex6824 added the Fixed in Dev This is fixed in the source, but might take a little bit to get released in an update label Nov 22, 2024
@xJon
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xJon commented Nov 22, 2024

Thank you for looking into it @TheCodex6824, I trust the workaround should work fine for now. If the original mod author comes back into active development, they could look into it further.

@TheCodex6824
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Now that the version with this armor in the config by default is released, I'm going to close this since it doesn't seem like there is anything else I can do on my end for this.

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