Model Engine issueshttps://git.lumine.io/mythiccraft/modelengine/-/issues2024-02-21T17:32:12Zhttps://git.lumine.io/mythiccraft/modelengine/-/issues/96Passenger's MountControllers do not tick if driver is not present2024-02-21T17:32:12ZKillerCreeperPassenger's MountControllers do not tick if driver is not presentWhen adding drivers and passengers through the API:
```
MountManager#addPassengerToSeat(model, boneID, p, new WalkingMountController());
MountManager#setDriver(p, new WalkingMountController());
```
If the driver of the model dismounts while there are passengers, the passengers will not be able to sneak to dismount and therefor are pretty much stuck riding the model until the driver mounts again.
This is due to the MountController function, updatePassengerMovement, not being ticked if no driver is present.
There also doesn't seem to be a simple workaround for this. I've tried listening for PlayerToggleSneakEvent and EntityDismountEvent but neither of those execute when a player is mounted on a ModelEngine model and sneaks.When adding drivers and passengers through the API:
```
MountManager#addPassengerToSeat(model, boneID, p, new WalkingMountController());
MountManager#setDriver(p, new WalkingMountController());
```
If the driver of the model dismounts while there are passengers, the passengers will not be able to sneak to dismount and therefor are pretty much stuck riding the model until the driver mounts again.
This is due to the MountController function, updatePassengerMovement, not being ticked if no driver is present.
There also doesn't seem to be a simple workaround for this. I've tried listening for PlayerToggleSneakEvent and EntityDismountEvent but neither of those execute when a player is mounted on a ModelEngine model and sneaks.https://git.lumine.io/mythiccraft/modelengine/-/issues/94OB hitbox problem in 1.19.42024-01-31T22:23:39ZTanerOB hitbox problem in 1.19.41.19.4 server and worldguard-bukkit-7.0.8-dist OB Hitbox are not working and print wg error everytime mob spawns.
![image](/uploads/0e6d7472ede4318fd360eedcf994885f/image.png)
Discord thread link: https://discord.com/channels/213109157983813633/11702752937564078081.19.4 server and worldguard-bukkit-7.0.8-dist OB Hitbox are not working and print wg error everytime mob spawns.
![image](/uploads/0e6d7472ede4318fd360eedcf994885f/image.png)
Discord thread link: https://discord.com/channels/213109157983813633/1170275293756407808https://git.lumine.io/mythiccraft/modelengine/-/issues/90V3.1.9 generated an exception while executing task error/warn2024-01-17T09:48:11ZReverseAllenV3.1.9 generated an exception while executing task error/warn[00:20:30 WARN]: [ModelEngine] Plugin ModelEngine vR3.1.9 generated an exception while executing task 2020
java.lang.NullPointerException: Cannot invoke "java.lang.Integer.equals(Object)" because the return value of "java.util.Map.get(Object)" is null
at com.ticxo.modelengine.api.model.mananger.InteractionTicker.setRelay(InteractionTicker.java:94) ~[?:?]
at com.ticxo.modelengine.api.model.mananger.InteractionTicker.run(InteractionTicker.java:78) ~[?:?]
at org.bukkit.craftbukkit.v1_16_R3.scheduler.CraftTask.run(CraftTask.java:101) ~[patched_1.16.5.jar:git-Paper-794]
at org.bukkit.craftbukkit.v1_16_R3.scheduler.CraftAsyncTask.run(CraftAsyncTask.java:54) ~[patched_1.16.5.jar:git-Paper-794]
at com.destroystokyo.paper.ServerSchedulerReportingWrapper.run(ServerSchedulerReportingWrapper.java:22) ~[patched_1.16.5.jar:git-Paper-794]
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1130) ~[?:?]
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:630) ~[?:?]
at java.lang.Thread.run(Thread.java:831) [?:?][00:20:30 WARN]: [ModelEngine] Plugin ModelEngine vR3.1.9 generated an exception while executing task 2020
java.lang.NullPointerException: Cannot invoke "java.lang.Integer.equals(Object)" because the return value of "java.util.Map.get(Object)" is null
at com.ticxo.modelengine.api.model.mananger.InteractionTicker.setRelay(InteractionTicker.java:94) ~[?:?]
at com.ticxo.modelengine.api.model.mananger.InteractionTicker.run(InteractionTicker.java:78) ~[?:?]
at org.bukkit.craftbukkit.v1_16_R3.scheduler.CraftTask.run(CraftTask.java:101) ~[patched_1.16.5.jar:git-Paper-794]
at org.bukkit.craftbukkit.v1_16_R3.scheduler.CraftAsyncTask.run(CraftAsyncTask.java:54) ~[patched_1.16.5.jar:git-Paper-794]
at com.destroystokyo.paper.ServerSchedulerReportingWrapper.run(ServerSchedulerReportingWrapper.java:22) ~[patched_1.16.5.jar:git-Paper-794]
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1130) ~[?:?]
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:630) ~[?:?]
at java.lang.Thread.run(Thread.java:831) [?:?]https://git.lumine.io/mythiccraft/modelengine/-/issues/87Invisibilty potion not working for model and neither is partvisibility.2023-10-08T19:56:16ZDanteInvisibilty potion not working for model and neither is partvisibility.MEG Demo R3.1.8 || MM 5.4.0 devbuild Build #b9a2a8a1 || Papermc-100
Meg does not appear to apply the potion effects to the model. I have tried partvisibility as well in an attempt to bypass the issue, both failed.
No console error, just doesn't do it.
Here is the script:
```yaml
mobflee:
Cooldown: 10
Conditions:
- stance fleeing false
- variableEquals{var=caster.tamed;value="yes"} true
Skills:
- setstance{stance=fleeing} @Self
- potion{t=invisibility;duration=9999;l=5;p=true} @Self
- partvisibility{m=momo;p=body;v=false;em=false} @self
- effect:particles{particle=explosion_normal;amount=30;hS=0.4;vS=1} @Self
```
the stance and particles work as intended, but the potion does not.
Furthermore if I remove the model and try invisibility potion it works just fine.MEG Demo R3.1.8 || MM 5.4.0 devbuild Build #b9a2a8a1 || Papermc-100
Meg does not appear to apply the potion effects to the model. I have tried partvisibility as well in an attempt to bypass the issue, both failed.
No console error, just doesn't do it.
Here is the script:
```yaml
mobflee:
Cooldown: 10
Conditions:
- stance fleeing false
- variableEquals{var=caster.tamed;value="yes"} true
Skills:
- setstance{stance=fleeing} @Self
- potion{t=invisibility;duration=9999;l=5;p=true} @Self
- partvisibility{m=momo;p=body;v=false;em=false} @self
- effect:particles{particle=explosion_normal;amount=30;hS=0.4;vS=1} @Self
```
the stance and particles work as intended, but the potion does not.
Furthermore if I remove the model and try invisibility potion it works just fine.https://git.lumine.io/mythiccraft/modelengine/-/issues/86Console Spam Some Model2023-08-18T17:18:33ZZsomiConsole Spam Some ModelThe problem is that in the console this warn is spammed I don't know why because some models don't have a hitbox set.
Server Version: 1.18.2-Purpur(1632)
ModelEngine Version: vR3.1.8
https://pastebin.com/AWrfWHhnThe problem is that in the console this warn is spammed I don't know why because some models don't have a hitbox set.
Server Version: 1.18.2-Purpur(1632)
ModelEngine Version: vR3.1.8
https://pastebin.com/AWrfWHhnhttps://git.lumine.io/mythiccraft/modelengine/-/issues/83Models duplicating without Multiverse Core?2023-09-13T17:54:42ZDiogo VazModels duplicating without Multiverse Core?Hello,
I'm using Model Engine R3.+ API to show custom models and for some reason apparently the models were being duplicated when someone left the server and re-entered. I tried to do deep debugging in my code that dealt with this and I couldn't find any reason for the model to stay there and when I asked the customer to add Multiverse Core to see if this happened when he changed worlds the problem no longer happened and so it seems that for some reason the Multiverse Core made it work.
I don't know if this is a bug on your side and after talking to another developer who also implemented Model Engine with this, he told me that he also had this problem (even though he couldn't tell me what the reason was)
So I would like to know if you have received any reports about this or if you have any idea what it could be.
This is the current code I'm using:
`
final Location loc = this.crate.getLocation().clone();
loc.setX(loc.getBlockX() + .5);
loc.setY(loc.getBlockY());
loc.setZ(loc.getBlockZ() + .5);
final ModelBlueprint blueprint = ModelEngineAPI.getBlueprint(this.modelId);
if (blueprint == null) {
initWaitingHologram("§cInvalid blueprint \"" + this.modelId + "\"");
return;
}
this.activeModel = ModelEngineAPI.createActiveModel(blueprint);
if (this.activeModel == null) {
initWaitingHologram("§cFailed to load model \"" + this.modelId + "\"");
return;
}
if (this.viewer == null) {
final FakeArmorStandEntity entity =
Utilities.getNMSFactory().createFakeArmorStand(this.crate.getPlugin(), loc);
entity.setInvisible(true);
entity.setMarker(true);
entity.setPositionAndRotation(loc);
entity.addToWorld(this.crate.getWorld(), SpawnReason.CUSTOM);
this.bukkitEntity = (LivingEntity) entity.getBukkitEntity();
this.modeledEntity = ModelEngineAPI.createModeledEntity(this.bukkitEntity);
if (this.modeledEntity == null) {
initWaitingHologram("§cFailed to create npc modelled entity");
return;
}
} else {
final Dummy dummy = ModelEngineAPI.createDummy();
dummy.setLocation(loc);
dummy.setYBodyRot(loc.getYaw());
dummy.setYHeadRot(loc.getYaw());
dummy.setXHeadRot(loc.getPitch());
this.modeledEntity = ModelEngineAPI.createModeledEntity(dummy);
if (this.modeledEntity == null) {
initWaitingHologram("§cFailed to create npc modelled entity");
return;
}
}
this.modeledEntity.getRangeManager().setRenderDistance(
this.crate.getPlugin().getConfiguration().getCratesEffectsDespawnRange());
this.modeledEntity.addModel(this.activeModel, false);
if (this.viewer != null) {
Bukkit.getScheduler().runTaskLater(this.crate.getPlugin(), () -> {
this.modeledEntity.getRangeManager().forceSpawn(this.viewer);
}, 2);
} else {
if (this.crate.getHologram().isSpawned()) {
this.crate.getHologram().teleport(this.crate.getHologramLocation());
}
}`Hello,
I'm using Model Engine R3.+ API to show custom models and for some reason apparently the models were being duplicated when someone left the server and re-entered. I tried to do deep debugging in my code that dealt with this and I couldn't find any reason for the model to stay there and when I asked the customer to add Multiverse Core to see if this happened when he changed worlds the problem no longer happened and so it seems that for some reason the Multiverse Core made it work.
I don't know if this is a bug on your side and after talking to another developer who also implemented Model Engine with this, he told me that he also had this problem (even though he couldn't tell me what the reason was)
So I would like to know if you have received any reports about this or if you have any idea what it could be.
This is the current code I'm using:
`
final Location loc = this.crate.getLocation().clone();
loc.setX(loc.getBlockX() + .5);
loc.setY(loc.getBlockY());
loc.setZ(loc.getBlockZ() + .5);
final ModelBlueprint blueprint = ModelEngineAPI.getBlueprint(this.modelId);
if (blueprint == null) {
initWaitingHologram("§cInvalid blueprint \"" + this.modelId + "\"");
return;
}
this.activeModel = ModelEngineAPI.createActiveModel(blueprint);
if (this.activeModel == null) {
initWaitingHologram("§cFailed to load model \"" + this.modelId + "\"");
return;
}
if (this.viewer == null) {
final FakeArmorStandEntity entity =
Utilities.getNMSFactory().createFakeArmorStand(this.crate.getPlugin(), loc);
entity.setInvisible(true);
entity.setMarker(true);
entity.setPositionAndRotation(loc);
entity.addToWorld(this.crate.getWorld(), SpawnReason.CUSTOM);
this.bukkitEntity = (LivingEntity) entity.getBukkitEntity();
this.modeledEntity = ModelEngineAPI.createModeledEntity(this.bukkitEntity);
if (this.modeledEntity == null) {
initWaitingHologram("§cFailed to create npc modelled entity");
return;
}
} else {
final Dummy dummy = ModelEngineAPI.createDummy();
dummy.setLocation(loc);
dummy.setYBodyRot(loc.getYaw());
dummy.setYHeadRot(loc.getYaw());
dummy.setXHeadRot(loc.getPitch());
this.modeledEntity = ModelEngineAPI.createModeledEntity(dummy);
if (this.modeledEntity == null) {
initWaitingHologram("§cFailed to create npc modelled entity");
return;
}
}
this.modeledEntity.getRangeManager().setRenderDistance(
this.crate.getPlugin().getConfiguration().getCratesEffectsDespawnRange());
this.modeledEntity.addModel(this.activeModel, false);
if (this.viewer != null) {
Bukkit.getScheduler().runTaskLater(this.crate.getPlugin(), () -> {
this.modeledEntity.getRangeManager().forceSpawn(this.viewer);
}, 2);
} else {
if (this.crate.getHologram().isSpawned()) {
this.crate.getHologram().teleport(this.crate.getHologramLocation());
}
}`https://git.lumine.io/mythiccraft/modelengine/-/issues/80Ghost slimes left by coloring model2023-10-11T00:26:06ZDanteGhost slimes left by coloring modelModel sheep turns to ghost slimes when changing models through coloring.
```css
MM Version: 5.2.6 Premium
ME version: 3.1.7 full
Server: 1.18.2
```
Demonstration:
https://www.youtube.com/watch?v=Kw8Ty7qDvwc
![image](https://cdn.discordapp.com/attachments/1111348462718566510/1123373029410480370/image.png)Model sheep turns to ghost slimes when changing models through coloring.
```css
MM Version: 5.2.6 Premium
ME version: 3.1.7 full
Server: 1.18.2
```
Demonstration:
https://www.youtube.com/watch?v=Kw8Ty7qDvwc
![image](https://cdn.discordapp.com/attachments/1111348462718566510/1123373029410480370/image.png)https://git.lumine.io/mythiccraft/modelengine/-/issues/79ModelEntity not rotating when BaseEntity isnt a LivingEntity2023-06-16T19:50:52ZBoy0000ModelEntity not rotating when BaseEntity isnt a LivingEntity[context convo](https://discord.com/channels/213109157983813633/1046212712084033586/1119034087865335849)
whenever using ItemFrame, ItemDisplay or any other non living entity, the spawned MEG-entity does not rotate
When using ArmorStand or PIG it will rotate fine[context convo](https://discord.com/channels/213109157983813633/1046212712084033586/1119034087865335849)
whenever using ItemFrame, ItemDisplay or any other non living entity, the spawned MEG-entity does not rotate
When using ArmorStand or PIG it will rotate finehttps://git.lumine.io/mythiccraft/modelengine/-/issues/77Memory leak in Interaction Ticker2023-12-29T13:23:32ZRedwolfMemory leak in Interaction TickerWe've recently observed our server beginning to crash. Upon investigating, we noticed excessive RAM usage. Conducting a heap dump, we discovered that a ConcurrentHashMap within the InteractionTicker class was consuming 9.6GB of the 12GB allocated to the server.
![photo_2023-06-07_16-37-46](/uploads/4ae25a6919b12722c4a1a8eb5c330706/photo_2023-06-07_16-37-46.jpg)![photo_2023-06-07_16-37-41](/uploads/6cfc8f60d35612166647affdea7ce309/photo_2023-06-07_16-37-41.jpg)We've recently observed our server beginning to crash. Upon investigating, we noticed excessive RAM usage. Conducting a heap dump, we discovered that a ConcurrentHashMap within the InteractionTicker class was consuming 9.6GB of the 12GB allocated to the server.
![photo_2023-06-07_16-37-46](/uploads/4ae25a6919b12722c4a1a8eb5c330706/photo_2023-06-07_16-37-46.jpg)![photo_2023-06-07_16-37-41](/uploads/6cfc8f60d35612166647affdea7ce309/photo_2023-06-07_16-37-41.jpg)https://git.lumine.io/mythiccraft/modelengine/-/issues/73Issue with nametag visiblity2023-05-31T03:31:40ZNoobcore NetIssue with nametag visiblityhttps://streamable.com/j5par6
Here is a video showing the issue.
The mob is actually nametagged, you can tell because it doesn't despawn and I cannot attempt to nametag it again, but the visiblity of the nametag is gone.
```
nm_squirrel_red:
Type: PIG
Display: ''
Health: 16
Damage: 0
AIGoalSelectors:
- clear
- randomstroll
- panicWhenOnFire
- float
Options:
Collidable: true
MovementSpeed: 0.4
Despawn: true
PreventOtherDrops: true
Silent: true
PreventRenaming: false
PreventLeashing: false
AlwaysShowName: false
DamageModifiers:
- FIRE 1.2
- FALL 0
Skills:
- model{model=nm_squirrel_red;n=name} @self ~onSpawn
#- model{model=nm_squirrel_red;n=name} @self ~onLoad
- skill{skill=nm_squirrel_red_applyLeash} @trigger ~onInteract
- skill{skill=nm_squirrel_red_removeLeash} @trigger ~onInteract
- skill{s=[
- SetModelTag{mid=nm_squirrel_red;bone=name;tag=<caster.display>;v=true}
- sound{s=entity.rabbit.hurt;p=0.7;v=1} @self ~onDamaged
- sound{s=entity.rabbit.death;p=0.7;v=1} @self ~onDeath
Drops:
- RABBIT_HIDE{name="Squirrel Hide"} 1-3 60%
- BONE 1-2 60%
```
Here is the MM config. Thanks!
Meg: R3.1.7
mm: 5.2.6https://streamable.com/j5par6
Here is a video showing the issue.
The mob is actually nametagged, you can tell because it doesn't despawn and I cannot attempt to nametag it again, but the visiblity of the nametag is gone.
```
nm_squirrel_red:
Type: PIG
Display: ''
Health: 16
Damage: 0
AIGoalSelectors:
- clear
- randomstroll
- panicWhenOnFire
- float
Options:
Collidable: true
MovementSpeed: 0.4
Despawn: true
PreventOtherDrops: true
Silent: true
PreventRenaming: false
PreventLeashing: false
AlwaysShowName: false
DamageModifiers:
- FIRE 1.2
- FALL 0
Skills:
- model{model=nm_squirrel_red;n=name} @self ~onSpawn
#- model{model=nm_squirrel_red;n=name} @self ~onLoad
- skill{skill=nm_squirrel_red_applyLeash} @trigger ~onInteract
- skill{skill=nm_squirrel_red_removeLeash} @trigger ~onInteract
- skill{s=[
- SetModelTag{mid=nm_squirrel_red;bone=name;tag=<caster.display>;v=true}
- sound{s=entity.rabbit.hurt;p=0.7;v=1} @self ~onDamaged
- sound{s=entity.rabbit.death;p=0.7;v=1} @self ~onDeath
Drops:
- RABBIT_HIDE{name="Squirrel Hide"} 1-3 60%
- BONE 1-2 60%
```
Here is the MM config. Thanks!
Meg: R3.1.7
mm: 5.2.6https://git.lumine.io/mythiccraft/modelengine/-/issues/71Using boats and minecarts as base entity2023-06-25T05:14:38ZLittle RoomUsing boats and minecarts as base entityI would absolutely tickled if the kinks were worked out when using the minecart or boat as a base entity for model engine.
Love, littleroom.I would absolutely tickled if the kinks were worked out when using the minecart or boat as a base entity for model engine.
Love, littleroom.https://git.lumine.io/mythiccraft/modelengine/-/issues/70Name Tag not working2023-05-31T03:37:40ZTUCAOEVERName Tag not workingI have followed the wiki add bone named "tag_nametag" and edit mythimobs' config but nothing changed. I search the whole channel about customizing name tag noting really helps...
![image](/uploads/5b75dbafa2b5e0c1d103e98d82c0b1e4/image.png)
```
'0080':
Type: ZOMBIE
Display: "&7[ &aLv.5 &7] &fGoblin &7- &7<caster.hp> &c<&heart>"
Health: 40
Damage: 15
Modules:
ThreatTable: true
Faction: GOBLIN
Drops:
- note{min=20;max=40} 1 1
Options:
AlwaysShowName: true
Silent: true
FollowRange: 16
MovementSpeed: 0.5
PreventItemPickup: true
PreventOtherDrops: true
PreventMobKillDrops: true
PreventSunburn: true
Skills:
- skill{s=UPDATENAME} ~onDamaged
- setvariable{var=Lootsplosion;scope=target;value=1} @self ~onSpawn
- sound{s=entity.witch.throw} @self ~onAttack
- model{mid=goblin;n=nametag} @self ~onSpawn
```I have followed the wiki add bone named "tag_nametag" and edit mythimobs' config but nothing changed. I search the whole channel about customizing name tag noting really helps...
![image](/uploads/5b75dbafa2b5e0c1d103e98d82c0b1e4/image.png)
```
'0080':
Type: ZOMBIE
Display: "&7[ &aLv.5 &7] &fGoblin &7- &7<caster.hp> &c<&heart>"
Health: 40
Damage: 15
Modules:
ThreatTable: true
Faction: GOBLIN
Drops:
- note{min=20;max=40} 1 1
Options:
AlwaysShowName: true
Silent: true
FollowRange: 16
MovementSpeed: 0.5
PreventItemPickup: true
PreventOtherDrops: true
PreventMobKillDrops: true
PreventSunburn: true
Skills:
- skill{s=UPDATENAME} ~onDamaged
- setvariable{var=Lootsplosion;scope=target;value=1} @self ~onSpawn
- sound{s=entity.witch.throw} @self ~onAttack
- model{mid=goblin;n=nametag} @self ~onSpawn
```https://git.lumine.io/mythiccraft/modelengine/-/issues/69Stuck armor stands with models after joining/rejoining a server2023-05-31T03:37:56ZofunnyStuck armor stands with models after joining/rejoining a serverThe problem has already been reported within #34 along with two other bugs a few months ago, while the exception problems have been solved, the stuck model problem still exists until today.
**Server and Software**
- Paper version git-Paper-510 (MC: 1.19.4) [previously 1.19.3]
- ModelEngine version R3.1.7
- MythicMobs version 5.2.5-SNAPSHOT-e6ca8900
- ProtocolLib version 5.0.0-SNAPSHOT-b631
**Problem**
When a player (re)joins the server with existing MythicMob mobs what use ModelEngine, some of the mobs will have a "clone" of their model stuck in place in the exact position or location where the mob has been standing in the moment of loading (e.g. when player loads into the area).
The original mob will remain fully functional, there are no missing mobs or errors within the console. But the stuck "clone" of the affected mobs will just keep sticking in place, in the same position, without any function and can also not be damage or removed (just invisible armor stands holding the ModelEngine items).
This stuck "clones" will disappear as soon as the player rejoins (e.g. rejoin the server to the same location), but than of course, other or the same mobs will have this bug again and other or the same mobs have stuck "clones".
**Test notes**
I have tested that now with multiple mobs, most of them have been created by Littleroom. While testing it made no difference if the mobs used the MythicMobs option onLoad and onSpawn with the same command (this was a question in #34), I removed the onSpawn for testing and the issue still remained.
It also made no difference if I was using simple or complex models and MythicMobs configs.
I can provide the full pack for MythicMobs and also for ModelEngine for testing, just contact me on Discord ofunny#1337 (Sorry I can not link them directly since some mobs are bought and licensed).
**Steps to repeat**
1. Use the same server and plugin versions as above.
2. Make sure to test on a similar hardware (AMD processors, running on KVM "virtual machine")
3. Spawn in some mobs (best to request my packs for testing)
4. Leave and rejoin the server and see the stuck "clones"
(Not moving mobs have to be moved after rejoin to see that there is a "clone" of course)
**Video + Description**
In the video you can see me joining the test server multiple times and searching for bugged models.
1. try – all seems fine, could not find a "cloned" model around me.
2. try – the 4th trainings dummy has a bugged "cloned" model, you can see it as soon as I hit it.
3. try – 4th model is fine again, but a stuck Viking model could be seen next to the stairs.
4. try – stuck Viking "clone is gone again and everything around me looks fine.
5. try – again another trainings dummy model got a bugged "clone", this time the last in the row.
Video link: https://resource.ofunny.world/dev/bug.mkv
**Miscellaneous**
If you need any help, information, packs or access for testing, just contact me on Discord (ofunny#1337) or directly here within this report. There are no console logs attached because there are no errors or other relevant log entries within the whole console log.
**Note: This prevents me from using Model Engine now since almost 6 months and I have to delay announced updates again and again and again, what results in losing players, so any help on fixing this issue finally would be highly appreciated!**The problem has already been reported within #34 along with two other bugs a few months ago, while the exception problems have been solved, the stuck model problem still exists until today.
**Server and Software**
- Paper version git-Paper-510 (MC: 1.19.4) [previously 1.19.3]
- ModelEngine version R3.1.7
- MythicMobs version 5.2.5-SNAPSHOT-e6ca8900
- ProtocolLib version 5.0.0-SNAPSHOT-b631
**Problem**
When a player (re)joins the server with existing MythicMob mobs what use ModelEngine, some of the mobs will have a "clone" of their model stuck in place in the exact position or location where the mob has been standing in the moment of loading (e.g. when player loads into the area).
The original mob will remain fully functional, there are no missing mobs or errors within the console. But the stuck "clone" of the affected mobs will just keep sticking in place, in the same position, without any function and can also not be damage or removed (just invisible armor stands holding the ModelEngine items).
This stuck "clones" will disappear as soon as the player rejoins (e.g. rejoin the server to the same location), but than of course, other or the same mobs will have this bug again and other or the same mobs have stuck "clones".
**Test notes**
I have tested that now with multiple mobs, most of them have been created by Littleroom. While testing it made no difference if the mobs used the MythicMobs option onLoad and onSpawn with the same command (this was a question in #34), I removed the onSpawn for testing and the issue still remained.
It also made no difference if I was using simple or complex models and MythicMobs configs.
I can provide the full pack for MythicMobs and also for ModelEngine for testing, just contact me on Discord ofunny#1337 (Sorry I can not link them directly since some mobs are bought and licensed).
**Steps to repeat**
1. Use the same server and plugin versions as above.
2. Make sure to test on a similar hardware (AMD processors, running on KVM "virtual machine")
3. Spawn in some mobs (best to request my packs for testing)
4. Leave and rejoin the server and see the stuck "clones"
(Not moving mobs have to be moved after rejoin to see that there is a "clone" of course)
**Video + Description**
In the video you can see me joining the test server multiple times and searching for bugged models.
1. try – all seems fine, could not find a "cloned" model around me.
2. try – the 4th trainings dummy has a bugged "cloned" model, you can see it as soon as I hit it.
3. try – 4th model is fine again, but a stuck Viking model could be seen next to the stairs.
4. try – stuck Viking "clone is gone again and everything around me looks fine.
5. try – again another trainings dummy model got a bugged "clone", this time the last in the row.
Video link: https://resource.ofunny.world/dev/bug.mkv
**Miscellaneous**
If you need any help, information, packs or access for testing, just contact me on Discord (ofunny#1337) or directly here within this report. There are no console logs attached because there are no errors or other relevant log entries within the whole console log.
**Note: This prevents me from using Model Engine now since almost 6 months and I have to delay announced updates again and again and again, what results in losing players, so any help on fixing this issue finally would be highly appreciated!**https://git.lumine.io/mythiccraft/modelengine/-/issues/63citizens equipment2023-03-27T05:04:38ZDrawncitizens equipment![image](/uploads/624a0f96bc7f403d63dfc95a0bd0ae48/image.png)
a few months ago, a little after 3.0.0 was released, I had reported in the old modelengine discord that the citizens equipment system had not been re-added in the new version of the plugin (item in the model's hand), so ticxo told me to create an issue here![image](/uploads/624a0f96bc7f403d63dfc95a0bd0ae48/image.png)
a few months ago, a little after 3.0.0 was released, I had reported in the old modelengine discord that the citizens equipment system had not been re-added in the new version of the plugin (item in the model's hand), so ticxo told me to create an issue herehttps://git.lumine.io/mythiccraft/modelengine/-/issues/59Blockbench Globe Toggle (Respecting Parent Animations)2023-05-31T03:26:54ZChrisBlockbench Globe Toggle (Respecting Parent Animations)![parenting](/uploads/936ce7a9e4b31458557d9dcc25bd635a/parenting.PNG)
![image](/uploads/42b3ceeb64b0f5a57502a28f12abebd6/image.png)![parenting](/uploads/936ce7a9e4b31458557d9dcc25bd635a/parenting.PNG)
![image](/uploads/42b3ceeb64b0f5a57502a28f12abebd6/image.png)https://git.lumine.io/mythiccraft/modelengine/-/issues/57Citizens become invisible with Model Engine model2023-03-15T00:37:02ZVerzanteCitizens become invisible with Model Engine model I managed to load the model properly but I am facing this bug. When I create the NPC with the model and then unload the chunk where the NPC is or if I disconnect, the NPC becomes invisible I managed to load the model properly but I am facing this bug. When I create the NPC with the model and then unload the chunk where the NPC is or if I disconnect, the NPC becomes invisiblehttps://git.lumine.io/mythiccraft/modelengine/-/issues/56Water Mount Issues2023-03-15T00:33:36ZFailostirionWater Mount IssuesI am trying to make a water mount (boat/ship). If I set the mythicmob to a base water mob (cod) it jumps out of the water instead of floating.
If I set it to a land mob (pig, cow, horse) the floating works fine (thanks to the last update) but I cant set the swim speed.
I tried different values in the mob options as well as the mechanic triggered by a skill. If the mob is on land the speed value seems to work, in water it always swims at the same speed.I am trying to make a water mount (boat/ship). If I set the mythicmob to a base water mob (cod) it jumps out of the water instead of floating.
If I set it to a land mob (pig, cow, horse) the floating works fine (thanks to the last update) but I cant set the swim speed.
I tried different values in the mob options as well as the mechanic triggered by a skill. If the mob is on land the speed value seems to work, in water it always swims at the same speed.https://git.lumine.io/mythiccraft/modelengine/-/issues/55Boat acting weird2023-03-24T18:18:05ZWizardlyBump17Boat acting weirdhttps://youtu.be/5oybRd4FwNg <br>
I am applying a model to a custom boat and it has some problems.<br>
1: The model rotation rotates by itself to 0 if the boat is stopped<br>
2: If there is 3 or more players in the boat, one of the players gets "kicked" from the boat after the boat gets far from where the player mounted the boat. If the boat gets near enough where the player mounted the boat, the player is teleported back to the boat (see the video to understand)<br>
/version: This server is running Paper version git-Paper-388 (MC: 1.18.2) (Implementing API version 1.18.2-R0.1-SNAPSHOT) (Git: fc9ee65 on ver/1.18.2)<br>
ModelEngine: Demo vR3.1.3https://youtu.be/5oybRd4FwNg <br>
I am applying a model to a custom boat and it has some problems.<br>
1: The model rotation rotates by itself to 0 if the boat is stopped<br>
2: If there is 3 or more players in the boat, one of the players gets "kicked" from the boat after the boat gets far from where the player mounted the boat. If the boat gets near enough where the player mounted the boat, the player is teleported back to the boat (see the video to understand)<br>
/version: This server is running Paper version git-Paper-388 (MC: 1.18.2) (Implementing API version 1.18.2-R0.1-SNAPSHOT) (Git: fc9ee65 on ver/1.18.2)<br>
ModelEngine: Demo vR3.1.3https://git.lumine.io/mythiccraft/modelengine/-/issues/45Models not persisting after server restart2023-03-15T00:37:02ZJunkieCraftModels not persisting after server restartHello, after installing the latest version of model engine 3.1.4 in principle should be solved the problem of models not persisting after server restart, but the models are still not there once the server is restarted.
Citizens version: 2.0.30 Build 2900
MEG version: 3.1.4
Also I have these errors idk if it's for Meg or MM: https://pastebin.com/4TqHVwxz
Thanks for all!Hello, after installing the latest version of model engine 3.1.4 in principle should be solved the problem of models not persisting after server restart, but the models are still not there once the server is restarted.
Citizens version: 2.0.30 Build 2900
MEG version: 3.1.4
Also I have these errors idk if it's for Meg or MM: https://pastebin.com/4TqHVwxz
Thanks for all!https://git.lumine.io/mythiccraft/modelengine/-/issues/28Player Collision broke ships and other transportations2023-03-01T19:28:18ZFortepsaiPlayer Collision broke ships and other transportationsAfter 3.0.2 version all our ships and Airships basically every model which is using walking on deck mechanic is no longer working because the collision will push you out .
To fix this issue is simple add option for model to turn it off so we can decide in which model we want player collision and in which we dont .
PlayerCollision: false
Thank youAfter 3.0.2 version all our ships and Airships basically every model which is using walking on deck mechanic is no longer working because the collision will push you out .
To fix this issue is simple add option for model to turn it off so we can decide in which model we want player collision and in which we dont .
PlayerCollision: false
Thank youNielsNiels