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AutogolazzoJr

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  1. I don't believe that's the case. Both optifine and minecraft are closed source, but I would guess that the law applies in the same way to optifine as it does to minecraft. Releasing the source code is illegal, but releasing a tool that decompiles and patches optifine should be legal, as well as distributing mods to optifine.
  2. I have successfully decompiled all but 27 class files of minecraft with optifine installed, and I have a working build (with the class files that I haven't decompiled in a separate library). I'm working on decompiling the rest right now. As for now, I would like to convert those class files from SRG to mcp mappings, so I can convert my source as well. Hope you understand my logic and why I'm doing this.
  3. I'll try that out. I'm decompiling optifine, and because I haven't (and don't need to) decompile all of the code, I'd like to deobfuscate both the source that I have and the compiled code. This doesn't really have anything to do with forge, so I declined to state a reason, because it seems like this forum doesn't like giving out help for non-forge reasons. I posted this here because I know forge uses deobfuscation, and this community probably knows the most about minecraft modding as of now.
  4. I have compiled SRG code that I want to deobfuscate. I know what I am doing for the most part.
  5. Hello, I have a .jar file with compiled code and Searge methods/fields. I want to deobfuscate this code, but I don't want to decompile it. I know forge gradle does this process at some point, so I assume there's a tool out there. How can I do this?
  6. Thanks. I'm still a bit lost. How does the game know what size to render the world at? Where are these variables located?
  7. This does not need to be a coremod? Can you elaborate on how this can be done?
  8. Hello, I am making a coremod that renders the game in two separate viewports that are slightly different to be used for cross-eyed 3d viewing. Basically it looks like this: I am currently using MCP reborn (MCP for 1.15.2) instead of forge right now due to ease of use, but I plan to make this a coremod later and I don't know where I can get better help for modding right now than this site. Currently, I have achieved this by modifying net.minecraft.client.renderer.WorldRenderer.func_228426_a_(WorldRenderer.java:841) [14:51:27] [Render thread/INFO]: [STDERR]: at net.minecraft.client.renderer.GameRenderer.renderWorld(GameRenderer.java:593) [14:51:27] [Render thread/INFO]: [STDERR]: at net.minecraft.client.renderer.GameRenderer.updateCameraAndRender(GameRenderer.java:420) [14:51:27] [Render thread/INFO]: [STDERR]: at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:909) [14:51:27] [Render thread/INFO]: [STDERR]: at net.minecraft.client.Minecraft.run(Minecraft.java:544) [14:51:27] [Render thread/INFO]: [STDERR]: at net.minecraft.client.main.Main.main(Main.java:177) I then run most of the code inside of this method twice, excluding the code that clear the screen, but I run RenderSystem.viewport() each time to change the position and scaling of each image. However, using this method only scales the viewport, and it results in each image being squished and looking terrible. It looks like this: How can I get minecraft to actually render the world at half the width instead of simply scaling down the image? Where do the world render methods actually look for the resolution to render at? Any help would be appreciated. Thanks.
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