Guide

An interactive in-game guidebook mod featuring smooth UI rendering, Markdown parsing, and 3D multiblock previews.

File Details

Guide 1.3.0 (Audio Engine & Holograms)

  • R
  • Jul 3, 2026
  • 8.42 MB
  • 81
  • 1.20.1
  • Forge

File Name

guide-1.3.0.jar

Supported Versions

  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:guide-1570742:8365176")
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📘 Version 1.3.0 — Comprehensive overhaul of the audio infrastructure, interface balancing, and asset resolution systems.

 

🚀 New Features:

 

• Direct OpenAL Audio Injection — Deployed a low-level audio interception layer (GuideSoundManager) that operates independently of the vanilla registry. This engine dynamically broadcasts custom .ogg tracks directly from local disk storage to the hardware layer.
• Resilient PCM Fallback Architecture — Implemented a runtime decoder that converts local soundtracks into raw linear PCM streams if standard codecs are obscured by obfuscation. Ensures stable playback of ambient tracks without null-pointer exceptions.
• Context-Aware Audio State Tracker — Established a tracking mechanism that cross-references active sound bytes with local disk paths. This prevents redundant audio re-initialization during screen ticks, eliminating audio stuttering and overlapping playback artifacts.
• Adaptive Inter-Channel Ducking — Developed a thread-management routine that automatically suppresses global background audio when chapter-specific sound events are triggered, preventing audio channel bleeding.
• Automated Background Resurrection — Engineered a channel monitor that detects the precise termination of page-specific audio and seamlessly resumes the global background music without user intervention.
• Universal Asset Resolution Engine — Implemented a recursive directory scanner (resolveAnyTexturePath) that automates the location of book icons, page images, and animated GIFs. This system dynamically resolves relative paths, eliminating static texture glitches.
• Marquee-Style Selector Typography — Enhanced the book selection menu rendering. Oversized titles now feature a horizontal scrolling effect on hover, utilizing tight clipping bounds to maintain layout integrity.
• Precision Structure Preview System — Introduced a projection-based hit-detection algorithm (StructureRenderer.detectHover) that accurately maps cursor coordinates to 3D preview space. Supports arbitrary rotation, dynamic scaling, and layer filtering without false-positive selection of adjacent blocks.
• World-Anchor Hologram Projection — Deployed a client-side placement assistant (PlacementProjector) that renders semi-transparent structure overlays directly in the game world. Features adaptive alpha blending, real-time progress tracking, and color-coded wireframe indicators for complex blocks (chests, banners, skulls).

 

🛠️ Improvements & Fixes:

 

• Persistent Scroll State Retention[FIX] Resolved a viewport reset anomaly where interacting with utility buttons (Favorites, Music Toggle, Navigation) would force the chapter to reload at the top position. The renderer now actively preserves the vertical scroll offset during widget rebuilds, ensuring uninterrupted reading continuity.
• Correct 3D Preview Geometry — Fixed 3D preview rendering by correctly parsing full BlockState properties from NBT data, ensuring stairs, glass panes, fences, and doors display with accurate orientation and connections instead of default fallback models.
• Hotkey Initialization Fix — Corrected the event listener logic to ensure proper background music initialization when the guide is opened via global hotkey bindings.
• Pixel-Perfect Utility Panel Alignment — Rebalanced the bottom navigation grid, ensuring all control elements are proportional and do not bleed outside the frame boundaries.
• Visual Media Player Feedback — Updated the music toggle button to provide distinct visual states (Bold/Light-Red for active, Green for paused), offering clearer feedback on playback status.
• Widget State Persistence — Fixed a refresh bug where in-chapter media controls would lose their active state icons during scrolling. The UI now securely retains visual states synced with the audio thread.
• Retro-Pixel Back Button — Updated the return button in the selector menu with a stylized icon to match the vanilla page-turning aesthetic.
• Clean Resource Fallbacks — Removed legacy crash-protection logic that utilized placeholder textures. The system now relies on native vanilla error handling for improved stability.
• Leak-Free Garbage Collection — Hardened the onClose() routine to purge all active audio streams and clear rendering buffers upon screen dismissal, preventing background audio bleeding and memory leaks.
• Zero-Warning Compilation — Optimized class paths and removed deprecated imports, resulting in a clean compilation status.
• Improved Hologram Visibility — Fixed overly transparent holograms in vanilla rendering by implementing adaptive alpha blending that compensates for daylight brightness, ensuring clear block outlines without shader dependencies.
• Preview Hover Precision[FIX] Replaced radius-based cursor detection with matrix-inverted projection mapping. Eliminates false selection of adjacent blocks in small structures (9×9) and maintains accuracy at any rotation angle or zoom level.
• EntityBlock Preview Outlines — Implemented color-coded wireframe rendering for complex blocks in preview mode: chests (orange), banners (cyan), skulls (gray), shulker boxes (purple). Provides immediate visual identification without obstructing the underlying structure.
• Hologram Depth Stability — Resolved Z-fighting artifacts and "jittering" of cutout blocks (grass, flowers, torches) by implementing conditional depth-test handling: disabled for small structures (<10 blocks) to prevent sorting conflicts, enabled with depthMask(false) for larger builds to maintain world occlusion.
• Wrong-Block Error Highlighting — Added real-time red wireframe overlay for incorrectly placed blocks within the hologram projection. Uses a separate render pass with elevated polygon offset to guarantee visibility above both the hologram and world geometry.
• Rotation-Aware Block States — Fixed orientation bugs for horizontal blocks (chests, furnaces, banners) in rotated holograms by dynamically remapping FACING properties during render-time transformation.

 

⚠️ Known Limitations:

• Cloud Rendering — Holograms render in the AFTER_PARTICLES stage, which may cause clouds to appear in front of the projection in certain viewing angles. Players can disable clouds via Options → Video Settings → Clouds: OFF for unobstructed building.