xdeadstokex
xdeadstokex
greeting, I have done some extensive testing and I found out that, the default paths are hard-coded into the .exe file, the paths are these lines:   it basically...
funny thing is that the ant man beta mod, which came from another modder, also has this problem beside that, you are right, i have tested with morph and witchery...
@PlutoSmile0 BetterFPS may cause you this problem, bcs I only encountered this problem when I turn the Iris module on. (Also dont use BetterFps, it cause problems, like a lot)
@Oninaig Do you have Iris module on or off ?
@TheVitya [angeconfig.zip](https://github.com/user-attachments/files/17353257/angeconfig.zip) try my config, I dont have the problem
@GoldSloth can close this thread now, may be the issuse was related to sth else or the bug "was fixed" pic to show flan run nicely with lwjgl3ify 
funny evidence 
@GoldSloth ModelGun.java: line 45-46 public float AngleUpdateSpeed = 2F; public float spinX=1F, spinY=0F, spinZ=0F; GunAnimation.java: line 53 and 249 public float AngleUpdateSpeed = 2F; ... minigunBarrelRotationSpeed += AngleUpdateSpeed; change from...
@GoldSloth well, my short memory term got the better of me, I did think about gunAnimation being a static one rather than a per model one, but forgot to test...
@GoldSloth fix typo: ModelGun.java: public Vector3f minigunBarrelSpinDirection = new Vector3f(1F, 0F, 0F); public float minigunBarrelRotationSpeed = 1F; RenderGun.java: GL11.glRotatef(animations.minigunBarrelRotation * model.minigunBarrelRotationSpeed, model.minigunBarrelSpinDirection.x, model.minigunBarrelSpinDirection.y, model.minigunBarrelSpinDirection.z); otherwise it work, build and run...