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[UNOFFICIAL]TaCZ Renovated

An unofficial community port of the TaCZ gun mod with the LRTactical tactical-equipment framework built in, verified in dedicated-server play.
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tacz-1.1.8+neoforge.26.2.R2.jar

File nametacz-1.1.8+neoforge.26.2.R2.jar
Uploaded
Sep 3, 2026
Downloads
137
Size
54.1 MB
Mod Loaders
NeoForge
File ID
8799643
Type
R
Release
Supported game versions
  • 26.2

Curse Maven Snippet

NeoForge

implementation "curse.maven:unofficial-tacz-renovated-1663324:8799643"

Learn more about Curse Maven

What's new

Changes

  • Built-in TacZ Mesh Loader (TML, ported from VellEagle/TacZMeshLoader 1.21.1_fabric, GPL-3.0): poly_mesh geo parsing for guns/attachments/ammo/blocks, collector-safe deferred submits with vertex budgets, first-person resident-VBO GPU baking, world-context GPU baking with quantized-light LRU + independent per-frame bake budget (MeshGpuBakeBudgetPerFrame), and 19 config entries wired into the Cloth "Render" page.
  • Scope picture-in-picture: reprojection mode and second-world-render mode (native lens resolution, optional rerender interval, zoom ramp), plus Iris pipeline isolation, shadow scale, idle release, final composite/overlay and Sodium terrain-projection snapshotting; scope PIP is off by default (classic whole-screen zoom remains default).
  • In-scope clipping for the first-person arms (collector proxy) and a low-power exemption for arms/flash/body/attachments/mesh GPU below ScopePipMinMagnification (default 4x).
  • tacz:nbt gun-smith materials (and implicit {item + nbt} legacy form) mapped to the native tacz:partial_nbt custom ingredient; LinkageError-aware resolution logging.
  • ADS distance compensation for the two mesh world distance gates.
  • Fix: world mesh guns now bake inside the scope PIP re-render pass (26.1.2 resubmits world geometry per renderLevel pass); fix: legacy NBT ingredients no longer silently drop their NBT; fix: bake budget decoupled from LRU capacity; fix: worldZoomForcedToOne no longer dead-locks the view at 1x; fix: PIP texture views resolve outside the render pass; fix: Sodium chunk uniforms reset per pass.

Verification status

  • CI compile-check and consistency: success. Runtime behavior has been verified on a real machine by the maintainer (2026-08-31 – 2026-09-01; Windows / AMD Radeon RX 7800 XT, Sodium + Iris 1.11.x + ComplementaryUnbound r5.8.1, high-poly pack duyupack kar98un): every runtime issue listed above was found in-game and then fixed through the feedback loop — broken texture / "Close the existing render pass" spam (v2), Sodium terrain-projection offset (v3), PIP re-render freeze and shadow-mask accumulation (2026-09-01 first test), ESC crash ("Tried to use destroyed RenderTargets", RawOutput.log), in-lens residuals and the one-frame screenshot flash, the un-baked in-mirror high-poly gun, and the "Not a json array" legacy NBT ingredient log form.
  • Items without an individual runtime record: the per-item checklist in docs/MESH_LOADER.md §5; Voxy on NeoForge (possibly Fabric-only, silent downgrade); bytecode re-verification of the entityTranslucent memoize premise (see docs/SCOPE_ARM_CLIP_26_1_2_2026_09_02.md §5). No claim is made for items the maintainer has not individually logged.

Known boundaries

  • Files for other Minecraft releases are not interchangeable; back up worlds and gun packs before upgrading. LRTactical remains a partial framework (no flash_shield, no original art); Arcana-dependent content is unsupported. Semi-transparent parts and magazines always use the collector path.

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