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[Solved] Screen blacking when rendering transparent entity as overlay


GiantNuker

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A mod I am working on tries to display mobs that are sneaking up behind you, by showing little versions on the sides of your screen. Here is how it's supposed to work:

2018-08-24_17_18_33.png.0be1c94bad6b3f1f7b1027acce8b1f39.png

The display code shown was copied from ToroCraft's ToroHealth (Source On GitHub) ToroHealth seems to have no problem with this, but whenever the display shows a slime(Or any other partially transparent entity i'm guessing) this happens:

2018-08-24_17_18_46.png.76ca27ea9c9a0a49e0c072e136e7d97a.png

Any idea why or how to fix it? Thanks. :)

Render Code:

Spoiler

@SubscribeEvent
	public void renderEntityWarnings(RenderGameOverlayEvent.Pre event) {
		EntityPlayer player = Minecraft.getMinecraft().player;
		if (event.getType() == ElementType.CHAT || player == null || player.world == null) return;
		List<Entity> ewl = player.world.getEntitiesWithinAABBExcludingEntity(player, player.getEntityBoundingBox().grow(Config.Warnings.range, 5, Config.Warnings.range));
		for (Entity e : ewl) {
			if (e instanceof EntityLivingBase) {
				EntityLivingBase entity = (EntityLivingBase) e;
				Frustum fr = new Frustum();
				fr.setPosition(player.posX, player.posY, player.posZ);
				if (!fr.isBoundingBoxInFrustum(e.getEntityBoundingBox())) {
					EntityDisplay ed = new EntityDisplay(Minecraft.getMinecraft());
					ed.setEntity(entity);
					ed.setPosition(0, 50);
					ed.draw();
				}
			} else {
				// do dis
			}
		}
	}
	
	public static class EntityDisplay {
		private static final int RENDER_HEIGHT = 30;
		private static final int RENDER_WIDTH = 18;
		private static final int PADDING = 2;
		private static final int WIDTH = 40;
		private static final int HEIGHT = WIDTH;

		private int y;

		private float glX;
		private float glY;

		private EntityLivingBase entity;
		private Entity leashedToEntity;
		private float prevYawOffset;
		private float prevYaw;
		private float prevPitch;
		private float prevYawHead;
		private float prevPrevYahHead;
		private int scale = 1;

		public EntityDisplay(Minecraft mc) {
		}

		public void setPosition(int x, int y) {
			this.y = y;
			glX = (float) x + WIDTH / 2;
			updateScale();
		}

		public void setEntity(EntityLivingBase entity) {
			this.entity = entity;
			updateScale();
		}

		public void draw() {
			try {
				pushEntityLeasedTo();
				pushEntityRotations();
				glDraw();
				popEntityRotations();
				popEntityLeasedTo();
			} catch (Throwable ignore) {
			}
		}

		private void updateScale() {
			if (entity == null) {
				glY = (float) y + HEIGHT - PADDING;
				return;
			}
			int scaleY = MathHelper.ceil(RENDER_HEIGHT / entity.height);
			int scaleX = MathHelper.ceil(RENDER_WIDTH / entity.width);
			scale = Math.min(scaleX, scaleY);
			glY = (float) y + (HEIGHT / 2 + RENDER_HEIGHT / 2);
			//if (entity instanceof EntityGhast) {
			//	glY -= 10;
			//}
		}

		private void glDraw() {
			GlStateManager.enableColorMaterial();
			GlStateManager.pushMatrix();

			GlStateManager.translate(glX, glY, 50.0F);
			GlStateManager.scale((float) (-scale), (float) scale, (float) scale);
			GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
			GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F);
			GlStateManager.rotate(-100.0F, 0.0F, 1.0F, 0.0F);
			GlStateManager.rotate(0.0f, 1.0F, 0.0F, 0.0F);

			RenderHelper.enableStandardItemLighting();

			GlStateManager.translate(0.0F, 0.0F, 0.0F);
			RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
			rendermanager.setPlayerViewY(180.0F);
			rendermanager.setRenderShadow(false);
			rendermanager.renderEntity(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false);
			rendermanager.setRenderShadow(true);

			GlStateManager.popMatrix();
			RenderHelper.disableStandardItemLighting();
			GlStateManager.disableRescaleNormal();
			GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
			GlStateManager.disableTexture2D();
			GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
		}

		private void popEntityLeasedTo() {
			if (entity instanceof EntityLiving && leashedToEntity != null) {
				((EntityLiving) entity).setLeashHolder(leashedToEntity, false);
				leashedToEntity = null;
			}
		}

		private void pushEntityLeasedTo() {
			if (entity instanceof EntityLiving) {
				if (((EntityLiving) entity).getLeashed()) {
					leashedToEntity = ((EntityLiving) entity).getLeashHolder();
					((EntityLiving) entity).setLeashHolder(null, false);
				}
			}
		}

		private void popEntityRotations() {
			entity.renderYawOffset = prevYawOffset;
			entity.rotationYaw = prevYaw;
			entity.rotationPitch = prevPitch;
			entity.rotationYawHead = prevYawHead;
			entity.prevRotationYawHead = prevPrevYahHead;
		}

		private void pushEntityRotations() {
			prevYawOffset = entity.renderYawOffset;
			prevYaw = entity.rotationYaw;
			prevPitch = entity.rotationPitch;
			prevYawHead = entity.rotationYawHead;
			prevPrevYahHead = entity.prevRotationYawHead;
			entity.renderYawOffset = 0.0f;
			entity.rotationYaw = 0.0f;
			entity.rotationPitch = 0.0f;
			entity.rotationYawHead = 0.0f;
			entity.prevRotationYawHead = 0.0f;
		}
	}

ย 

Edit: Happens with wither skeletons too

Edited by GiantNuker
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The slime is likely changing rendering flags and your code doesn't correctly account for it. Namely, slimes are transparent.

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I checked ToroHealth and Can't seem to find anything. The mod does render a skin into the background though.

It uses:

private void drawSkin() {
		if (ConfigurationHandler.skin.equals("NONE")) {
			return;
		}
		
		if (ConfigurationHandler.skin.equals("HEAVY")) {
			mc.getTextureManager().bindTexture(SKIN_HEAVY);
		}else{
			mc.getTextureManager().bindTexture(SKIN_BASIC);
		}
		
		GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
		Gui.drawModalRectWithCustomSizedTexture(screenX - 10, screenY - 10, 0.0f, 0.0f, 160, 60, 160, 60);
	}

I am not very good with OpenGL, but I don't think this has anything. The render entity code is exactly the same, I had something else, but now I'm using the same renderer to try to get rid of this.

Entity render code:

Spoiler

public static class EntityDisplay {
		private static final int RENDER_HEIGHT = 30;
		private static final int RENDER_WIDTH = 18;
		private static final int PADDING = 2;
		private static final int WIDTH = 40;
		private static final int HEIGHT = WIDTH;

		private int y;

		private float glX;
		private float glY;

		private EntityLivingBase entity;
		private Entity leashedToEntity;
		private float prevYawOffset;
		private float prevYaw;
		private float prevPitch;
		private float prevYawHead;
		private float prevPrevYahHead;
		private int scale = 1;

		public EntityDisplay(Minecraft mc) {
		}

		public void setPosition(int x, int y) {
			this.y = y;
			glX = (float) x + WIDTH / 2;
			updateScale();
		}

		public void setEntity(EntityLivingBase entity) {
			this.entity = entity;
			updateScale();
		}

		public void draw() {
			try {
				pushEntityLeasedTo();
				pushEntityRotations();
				glDraw();
				popEntityRotations();
				popEntityLeasedTo();
			} catch (Throwable ignore) {
			}
		}

		private void updateScale() {
			if (entity == null) {
				glY = (float) y + HEIGHT - PADDING;
				return;
			}
			int scaleY = MathHelper.ceil(RENDER_HEIGHT / entity.height);
			int scaleX = MathHelper.ceil(RENDER_WIDTH / entity.width);
			scale = Math.min(scaleX, scaleY);
			glY = (float) y + (HEIGHT / 2 + RENDER_HEIGHT / 2);
			//if (entity instanceof EntityGhast) {
			//	glY -= 10;
			//}
		}

		private void glDraw() {
			GlStateManager.enableColorMaterial();
			GlStateManager.pushMatrix();

			GlStateManager.translate(glX, glY, 50.0F);
			GlStateManager.scale((float) (-scale), (float) scale, (float) scale);
			GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
			GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F);
			GlStateManager.rotate(-100.0F, 0.0F, 1.0F, 0.0F);
			GlStateManager.rotate(0.0f, 1.0F, 0.0F, 0.0F);

			RenderHelper.enableStandardItemLighting();

			GlStateManager.translate(0.0F, 0.0F, 0.0F);
			RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
			rendermanager.setPlayerViewY(180.0F);
			rendermanager.setRenderShadow(false);
			rendermanager.renderEntity(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false);
			rendermanager.setRenderShadow(true);

			GlStateManager.popMatrix();
			RenderHelper.disableStandardItemLighting();
			GlStateManager.disableRescaleNormal();
			GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
			GlStateManager.disableTexture2D();
			GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
		}

		private void popEntityLeasedTo() {
			if (entity instanceof EntityLiving && leashedToEntity != null) {
				((EntityLiving) entity).setLeashHolder(leashedToEntity, false);
				leashedToEntity = null;
			}
		}

		private void pushEntityLeasedTo() {
			if (entity instanceof EntityLiving) {
				if (((EntityLiving) entity).getLeashed()) {
					leashedToEntity = ((EntityLiving) entity).getLeashHolder();
					((EntityLiving) entity).setLeashHolder(null, false);
				}
			}
		}

		private void popEntityRotations() {
			entity.renderYawOffset = prevYawOffset;
			entity.rotationYaw = prevYaw;
			entity.rotationPitch = prevPitch;
			entity.rotationYawHead = prevYawHead;
			entity.prevRotationYawHead = prevPrevYahHead;
		}

		private void pushEntityRotations() {
			prevYawOffset = entity.renderYawOffset;
			prevYaw = entity.rotationYaw;
			prevPitch = entity.rotationPitch;
			prevYawHead = entity.rotationYawHead;
			prevPrevYahHead = entity.prevRotationYawHead;
			entity.renderYawOffset = 0.0f;
			entity.rotationYaw = 0.0f;
			entity.rotationPitch = 0.0f;
			entity.rotationYawHead = 0.0f;
			entity.prevRotationYawHead = 0.0f;
		}
	}

ย 

ย 

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On 8/25/2018 at 11:11 AM, Draco18s said:

The slime is likely changing rendering flags and your code doesn't correctly account for it. Namely, slimes are transparent.

ย 

13 hours ago, GiantNuker said:

I checked ToroHealth and Can't seem to find anything. The mod does render a skin into the background though.

Have you tried playing around and making sure transparency is off/on and texture2d is off/on? those probably aren't the rendering flags that you want, but their a good start

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11 hours ago, Cadiboo said:

ย 

Have you tried playing around and making sure transparency is off/on and texture2d is off/on? those probably aren't the rendering flags that you want, but their a good start

How would i turn transparency on and off?

ย 

Also, i think there might be a difference between whatever version had "doRenderEntity" and 1.12.2 "renderEntity" I'm retty sure ToroCraft just hasnt updated the github repositiory. That is the only difference I can see codewise so far. :(

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That's what happens when you bind a texture and don't rebind what Minecraft was already using.

ย 

In this case, you bound the font texture (which the FontRenderer class does for you, automatically) during the rendering of non-font UI objects.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.ย  If you think this is the case, JUST REPORT ME.ย  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

ย 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

ย 

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52 minutes ago, Draco18s said:

That's what happens when you bind a texture and don't rebind what Minecraft was already using.

ย 

In this case, you bound the font texture (which the FontRenderer class does for you, automatically) during the rendering of non-font UI objects.

Thank you. How do I rebind the previous texture though?

ย 

Edit: this stops screen blacking, but still dosent render the transparency:

GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS);
rendermanager.renderEntity(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false);
GL11.glPopAttrib();

Source: http://www.minecraftforge.net/forum/topic/32488-1710-rendering-semi-transparent-mobs/?do=findComment&comment=171749

Rendering issues with this method:

Spoiler

ย 

2018-08-26_11_57_28.thumb.png.309c77501ccfb53338795597c39fd144.png

Issues:Transparency (See : slime, boots, text, glint)

ย 

Edited by GiantNuker
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6 hours ago, GiantNuker said:

Thank you. How do I rebind the previous texture though?

ย 

Edit: this stops screen blacking, but still dosent render the transparency:


GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS);
rendermanager.renderEntity(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false);
GL11.glPopAttrib();

Source: http://www.minecraftforge.net/forum/topic/32488-1710-rendering-semi-transparent-mobs/?do=findComment&comment=171749

Rendering issues with this method:

ย  Reveal hidden contents

ย 

2018-08-26_11_57_28.thumb.png.309c77501ccfb53338795597c39fd144.png

Issues:Transparency (See : slime, boots, text, glint)

ย 

Donโ€™t use GL directly, use GLStateManager

About Me

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My Discordย -ย Cadiboo#8887

My Website -ย Cadiboo.github.io

My Mods -ย Cadiboo.github.io/projects

My Tutorials -ย Cadiboo.github.io/tutorials

Versions below 1.14.4ย are no longer supported on this forum.ย Use the latest version toย receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com).ย A list of bad sites can be foundย here, with more information available atย stopmodreposts.org

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3 hours ago, GiantNuker said:

I am sorry, but I just found out the root cause of my problem.

I used RenderGameOverlay.Pre instead of Post.

ย 

With a little bit of tweaking, now it works :D

ย 

If you would like to use it:

Highlighter[1.0-1.12.2].jar - Download

Highlighter[1.0-1.12.2]-source.jar - Sources

ย 

Thank you @Draco18s @Cadiboo

Great! But make sure you are making GL calls to GLStateManager and not GL11.

https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/modification-development/2231761-opengl-calls-glstatemanager

About Me

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My Discordย -ย Cadiboo#8887

My Website -ย Cadiboo.github.io

My Mods -ย Cadiboo.github.io/projects

My Tutorials -ย Cadiboo.github.io/tutorials

Versions below 1.14.4ย are no longer supported on this forum.ย Use the latest version toย receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com).ย A list of bad sites can be foundย here, with more information available atย stopmodreposts.org

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10 minutes ago, Cadiboo said:
GlStateManager.enableColorMaterial();
			GlStateManager.pushMatrix();

			GlStateManager.translate(glX, glY, 50.0F);
			GlStateManager.scale((float) (-scale * scaleM), (float) scale * scaleM, (float) scale * scaleM);
			GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
			GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F);
			GlStateManager.rotate(-100.0F, 0.0F, 1.0F, 0.0F);
			GlStateManager.rotate(0.0f, 1.0F, 0.0F, 0.0F);

			RenderHelper.enableStandardItemLighting();

			GlStateManager.translate(0.0F, 0.0F, 0.0F);
			RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
			rendermanager.setPlayerViewY(180.0F);
			rendermanager.setRenderShadow(false);
			GlStateManager.pushMatrix();
			GlStateManager.disableLighting();
			OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
			GlStateManager.popMatrix();
			rendermanager.renderEntity(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false);
			GlStateManager.pushMatrix();
			GlStateManager.enableLighting();
			OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
			GlStateManager.popMatrix();
			rendermanager.setRenderShadow(true);

			GlStateManager.popMatrix();
			RenderHelper.disableStandardItemLighting();
			GlStateManager.disableRescaleNormal();
			GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
			//GlStateManager.disableTexture2D();
			GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);

Do i still need the calls to OpenGlHelper?

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6 minutes ago, GiantNuker said:

GlStateManager.enableColorMaterial();
			GlStateManager.pushMatrix();

			GlStateManager.translate(glX, glY, 50.0F);
			GlStateManager.scale((float) (-scale * scaleM), (float) scale * scaleM, (float) scale * scaleM);
			GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
			GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F);
			GlStateManager.rotate(-100.0F, 0.0F, 1.0F, 0.0F);
			GlStateManager.rotate(0.0f, 1.0F, 0.0F, 0.0F);

			RenderHelper.enableStandardItemLighting();

			GlStateManager.translate(0.0F, 0.0F, 0.0F);
			RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
			rendermanager.setPlayerViewY(180.0F);
			rendermanager.setRenderShadow(false);
			GlStateManager.pushMatrix();
			GlStateManager.disableLighting();
			OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
			GlStateManager.popMatrix();
			rendermanager.renderEntity(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false);
			GlStateManager.pushMatrix();
			GlStateManager.enableLighting();
			OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f);
			GlStateManager.popMatrix();
			rendermanager.setRenderShadow(true);

			GlStateManager.popMatrix();
			RenderHelper.disableStandardItemLighting();
			GlStateManager.disableRescaleNormal();
			GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
			//GlStateManager.disableTexture2D();
			GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);

Do i still need the calls to OpenGlHelper?

The one that sets a high brightness? Yes if you still want that, otherwise your code looks good but could do with a little bit of cleanup

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Versions below 1.14.4ย are no longer supported on this forum.ย Use the latest version toย receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

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    • This has been released asย 49.0.49.
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    • CubeHaven is a SMP server with unique features that can't be found on the majority of other servers! Java: MC.CUBEHAVEN.NET Bedrock: MC.CUBEHAVEN.NET:19132 3 different stores: - CubeHaven Store: Our store to purchase using real money. - Bitcoin Store: Store for Bitcoin. Bitcoin can be earned from playing the server. Giving options for players if they want to spend real money or grind to obtain exclusive packages. - Black Market: A hidden store for trading that operates outside our traditional stores, like custom enchantments, exclusive items and more. Some of our features include: Rank Up: Progress through different ranks to unlock new privileges and perks. ๐Ÿ“ˆ Skills: RPG-style skill system that enhances your gaming experience! ๐ŸŽฎ Leaderboards: Compete and shine! Top players are rewarded weekly! ๐Ÿ† Random Teleporter: Travel instantly across different worlds with a click! ๐ŸŒ Custom World Generation: Beautifully generated world. ๐ŸŒ Dungeons: Explore challenging and rewarding dungeons filled with treasures and monsters. ๐Ÿฐ Kits: Unlock ranks and gain access to various kits. ๐Ÿ› ๏ธ Fishing Tournament: Compete in a friendly fishing tournament! ๐ŸŽฃ Chat Games: Enjoy games right within the chat! ๐ŸŽฒ Minions: Get some help from your loyal minions. ๐Ÿ‘ฅ Piรฑata Party: Enjoy a festive party with Piรฑatas! ๐ŸŽ‰ Quests: Over 1000 quests that you can complete! ๐Ÿ“œ Bounty Hunter: Set a bounty on a player's head. ๐Ÿ’ฐ Tags: Displayed on nametags, in the tab list, and in chat. ๐Ÿท๏ธ Coinflip: Bet with other players on coin toss outcomes, victory, or defeat! ๐ŸŸข Invisible & Glowing Frames: Hide your frames for a cleaner look or apply a glow to it for a beautiful look. ๐Ÿ”ฒโœจ[ Player Warp: Set your own warp points for other players to teleport to. ๐ŸŒŸ Display Shop: Create your own shop and sell to other players! ๐Ÿ›’ Item Skins: Customize your items with unique skins. ๐ŸŽจ Pets: Your cute loyal companion to follow you wherever you go! ๐Ÿพ Cosmetics: Enhance the look of your character with beautiful cosmetics! ๐Ÿ’„ XP-Bottle: Store your exp safely in a bottle for later use! ๐Ÿถ Chest & Inventory Sorting: Keep your items neatly sorted in your inventory or chest! ๐Ÿ“ฆ Glowing: Stand out from other players with a colorful glow! โœจ Player Particles: Over 100 unique particle effects to show off. ๐ŸŽ‡ Portable Inventories: Over virtual inventories with ease. ๐Ÿงณ And a lot more! Become part of our growing community today! Discord:ย https://cubehaven.net/discord Java: MC.CUBEHAVEN.NET Bedrock: MC.CUBEHAVEN.NET:19132
    • # Problematic frame: # C [libopenal.so+0x9fb4d] It is always the same issue - this refers to the Linux OS - so your system may prevent Java from working ย  I am not familiar with Linux - check for similar/related issues ย 
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