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Моды/EpicYSM
EpicYSM

EpicYSM

Your Yes Steve Model character fights with Epic Fight animations. Attacks, dodges and skills play on your own model, weapon in hand. Client side, no decryption of .ysm files.

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Все версии→EpicYSM 1.1.2

EpicYSM 1.1.2

Release06.09.2026

Список изменений

EpicYSM 1.0.2

  • Every player on screen is posed, not only your own. Each encrypted model gets its own skeleton overlay, which is dropped when the player leaves or picks another model. Still client side only: Yes Steve Model shares model choices and Epic Fight shares combat state, so nothing goes on the server.
  • When Yes Steve Model keeps two copies of a model (its cache and the one built for the player), the copy it actually animates is the one posed; a copy that never moves is passed over.
  • The reasons the overlay steps back from a model are always written to the log now, not only with diagnostics on.

EpicYSM 1.0.3

  • A renderer from another mod failing inside the player's render no longer ends the frame with "Pose stack not empty": whatever it left on the pose stack is dropped, and the failure is one line in the log.
  • The buffer source handed to Yes Steve Model during the re-render is a real BufferSource now, so armor, cosmetic and weapon layers that cast it to flush their batches work instead of throwing.
  • A single failed re-render no longer switches the overlay off for the whole session; it takes three before the mod steps aside.
  • When Yes Steve Model rebuilds its model objects mid-session (its own screen, a resource reload, a player coming back into view), the overlay notices that the skeleton it poses is no longer the one drawn and reads the model again. Previously the pose was silently lost until the model was switched.
  • Same version on the 1.20.1 branch (Minecraft 1.20.1 / Forge 47, Epic Fight 20.14+).

EpicYSM 1.1.0

  • In bed. A readable model lies down the way vanilla lays a player down, in its rest pose, instead of being posed by Epic Fight's sleeping animation, which is written for Epic Fight's own body and stood a converted model on its head. An encrypted model is left to Yes Steve Model's own sleeping animation while the player sleeps.
  • Compatibility with mods that draw the player themselves. Epic Fight has one slot for the player renderer; this mod now keeps whatever renderer was there before it (Epic Fight's own or another mod's) and hands players over to it when they are not its business: while another mod owns a player's look (a transformation that gives the player a skeleton of its own, or a mod-specific detector says so), and for players without a Yes Steve Model when another mod's renderer was there first. A renderer that turns up in front of this mod's is wrapped the same way.
  • A player hidden by another mod stays hidden on Yes Steve Model models too. Whoever cancels the player's render before Epic Fight draws (the way mods hide a player for a teleport or a cut) also keeps this mod from re-rendering Yes Steve Model, and Yes Steve Model's own render event is refused for the player for as long as that lasts - so the model is not drawn through any of its paths, the body seen from the first person included.
  • An animation that carries the body away or shrinks it to nothing (the way a character is made to vanish mid-attack) now reaches encrypted models: the root's offset and scale from Epic Fight's pose are applied around Yes Steve Model's render, and a body scaled to nothing is not drawn at all. The held item goes with the body.
  • Invincible: DevilMineCraft: Sin Devil Trigger is drawn by that mod's own renderer (the transformation in and out included), and the moments in which a Yamato move makes the character vanish hide the Yes Steve Model model too.
  • Two hands on one weapon, on encrypted models. Epic Fight's animations put the hands at a fixed distance and angle from each other when both work on one thing - sheathing a blade, drawing it, holding a hilt in both hands - and on a model with other arms that distance came out wrong, so a blade missed its sheath. While Epic Fight's hands are close, the model's left hand is now brought to where the animation holds it against the right, with the upper arm and forearm turned to reach; the move in and out is eased.
  • Minecraft 1.20.1: the jar ships a pack.mcmeta, so Forge no longer logs "failed to load a valid ResourcePackInfo" for it at every start, and the mod's resources load as a pack.

EpicYSM 1.1.1

  • Weapon and body move by an animation's travel once each again. Since 1.1.0 the body of an encrypted model was carried twice as far as the animation moves its root: the travel is already in every bone the solver places, and 1.1.0 moved the whole render by it as well. In a low stance the held weapon sat a third of a block off the hand, in attacks with root motion further, and in bed the body sank into the bed. The render is now only scaled - a body scaled to nothing still vanishes - and the travel stays in the bones.
  • The held item is drawn on the plain render, not inside the body's carry, so it is not moved a second time either (the 1.1.0 jar had it drift away from the body in attacks with root motion).
  • Two hands on one weapon: how far the left hand follows the right is now a smooth function of how close Epic Fight's hands are, instead of a switch at one distance with a little hysteresis - a stance that held the hands right at that distance made the left hand twitch on and off every few frames. The move to and from the meeting place is faster, so sheathing catches the blade.
  • A joint scaled to nothing mid-animation no longer poisons the pose: the turn read off such a matrix counts as none, a pose that came out without numbers is not written, and the hands' weight cannot get stuck at not-a-number - which left a model's arm undrawn after the character had vanished.
  • A player hidden by the animation itself (the body shrunk to nothing) is logged as one hidden episode, not a hiding and a showing every frame.
  • A bone called "body" that hangs from nothing this mod knows, in a model that has its own AllBody, is left alone: the body of a mount modelled in beside the player was being turned with the torso.
  • Every model is described in the log once when it is read. A readable model: each bone with its pivot, rotation, cubes and the joint its cubes follow, what became of it (physics, the model's own animation, hidden, hand locator, weapon of its own), then the skeleton built for Epic Fight and where each joint was taken from. An encrypted model: the table that went only to config/epicysm/bones/<texture>.txt before (still written there), plus the skeleton built from the model's pivots and where its hand locators rest.
  • The two-hands adjustment says in the log when it first engages and, every half minute while it does, how far the left hand fell short. With diagnostics on, once a second, where Yes Steve Model reports drawing the hand locator against where this mod's tool joint is.
  • Same version on the 1.20.1 branch (Minecraft 1.20.1 / Forge 47, Epic Fight 20.14+).

EpicYSM 1.1.2

  • When several readable models ship the very same picture, the one the player chose is read from Yes Steve Model's own record of the choice on the player (it is synced to every client) before the skeleton is walked for it, so the model is known on the first frame and a picture shared by three models no longer waits on a skeleton that may not be readable yet.
  • Sheathing on encrypted models: the left hand follows the right one from a blade's length apart (0.7 blocks, fading out by 0.85) rather than from half a block, so the sheath is under the tip from the first moment of the move; a Yamato slid in beside its sheath after Judgement Cut End with the narrower band.
  • In the same moves, and only while an action is playing - a finisher, a sheathing - the right hand, and the blade in it, is brought to where the animation holds it from the chest, at the model's own chest, before the left hand is sent after it: an arm longer than Epic Fight's carried the blade out to the side, and the left arm had to bend the wrong way to reach the sheath there. When one arm still cannot reach its place and the other has reach to spare, both hands are moved together towards the shoulder of the short arm, by as much as the other has spare - a model with narrow shoulders held the sheath, against the blade, a shoulder's width past where its left arm reached; the blade stays in the sheath, and where the pair sits gives way a little. In a stance or a walk the right arm is never touched: it is the animator's, and pulling it in to bring the sheath to it bent the elbow out like a wing.
  • Models whose whole trunk is one bone (an UpBody with no UpperBody inside it, which is how most models are built) had that bone follow Epic Fight's hip joint while the head and both arms hang from its chest joint; whenever an animation turned the chest - most attacks do, and the plain walk twists it - the head and the arms left the body behind. That bone now follows the chest, which turns with the hips anyway, so the trunk goes where the head and the arms go. Both readable and encrypted models; a model with an UpperBody of its own is untouched.
  • Encrypted models: the small outward turn most models rest their arms with (and the turn some give the Arm bone above both arms) is no longer kept on the arm in every pose. A bone keeps its rest relative to the joint that carries it, so the hands held a blade and its sheath at a slight angle to each other and the arms were carried out to the side; the arms now follow Epic Fight's joints straight from the shoulder, as its own skeleton does, and a held item sits in the hand at the angle the animation gives it.
  • Coming back from a transformation another mod draws (Sin Devil Trigger in Invincible: DevilMineCraft, or any mod that gives the player a skeleton of its own), the model was drawn by Yes Steve Model alone for half a second - its own idle over Epic Fight's animation - before Epic Fight posed it again: the frames the other mod had drawn were remembered as Epic Fight's own for ten ticks. They now count only while that mod still owns the look, so the animation is back on the model the frame the look is.
  • An enchanted item in the hand of an encrypted model switched the overlay off for the rest of the session: the item renderer draws a glinting item into two buffers at once and refuses two that are the same object, and the one discard buffer this mod handed out for the held item was the same object twice. A fresh one is handed out each time.
  • Encrypted models were read again after every visit to the pause menu: the world is still drawn behind it, nothing animates, and two seconds of that read as Yes Steve Model no longer drawing the model. The check is not run while the game is paused.
  • An attack's hit box whose corners are not numbers no longer ends the game. Epic Fight tests a hit box against a target by projecting the corners of both onto the faces of both and keeping, per face, the corner that reaches furthest; a corner that is not a number reaches nowhere, so none is kept, and the server tick ended in a NullPointerException on the corner that was never kept - Invincible: DevilMineCraft's Yamato, which resolves hit boxes of its own, took a session down that way in the middle of a move. Such a box is now answered with no collision for that tick and the game goes on; the log names the box's class once. This is one of the two mixins the mod now has, into Epic Fight's OBBCollider: they are optional, so an Epic Fight they do not fit is left alone, and they are not there on a dedicated server, where a client-side mod is not loaded.
  • Weapons that come as a mesh of their own on joints of their own - Epic Fight: Nightfall's thorn wheel and claws, built on Avalon - no longer take the model away. Such a weapon gives the player Epic Fight's biped with the weapon's joints added, and the added joints read as another mod's skeleton, so Yes Steve Model stepped aside for as long as the weapon was out and the player was drawn as Epic Fight's own model. A skeleton that has every joint of the biped now counts as the biped and the model stays. On an encrypted model the weapon's mesh was then not drawn at all: Epic Fight draws it at the end of its own layers, which Yes Steve Model's render never reaches, and the renderer the weapon registers for the hand draws nothing. The mesh is now drawn with the held item, at this model's joints, each joint of the weapon's own placed where the animation holds it relative to the nearest joint above it that the model has. On a readable model Epic Fight's own layer draws it, at the biped's proportions.
  • The other mixin, into Epic Fight's hit boxes, for a crash of the same family: an attack that hangs its hit box on a joint of a weapon's own skeleton (the thorn wheel again) kept playing on the server after the weapon left the hand, the skeleton went back to the biped, and Epic Fight asked the biped for the weapon's joint - an IllegalArgumentException that ended the tick and the game. The box is left out while the joint is not there; the log says so once.
  • Same version on the 1.20.1 branch (Minecraft 1.20.1 / Forge 47, Epic Fight 20.14+).

Файлы

epicysm-1.1.2.jar(445.96 KiB)
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Канал релиза

Release

Номер версии

1.1.2

Загрузчики

NeoForge

Версии игры

1.21.1

Загрузок

276

Дата публикации

06.09.2026

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