Jarvix would join the discussion as rep. for CanaryMod.
l4mRh4X0r as backup.
BTW: Logan is not a member of the CanaryMod dev. team.
Just sayin' - if anyone would confuse that.
Are you trying to keep me out for good?
I don't look THAT bad.
I've made a few mods, most notably You Are the Creeper, but what I'd like to talk about in the discussion is BaseClassesBeGone, a 'hooking' method for modifying base classes without modifying the whole class.
There is a bare-bones version of BCBG at https://github.com/R...seClassesBeGone, but my eventual vision would be to allow almost diff-like modification to methods so that multiple mods could touch different parts of the same method, but the current version allows different mods to modify the same class but not the same methods.
I don't feel BCBG replaces mods like Forge or Bukkit, but instead allows for mods like Optifine or Dynamic Lights to modify parts of the render guts of Minecraft without adding tons of (sometimes difficult to maintain) API points that can slow down the game.
I would like to bring this up in the discussion because I think it's another option that allows mod authors the huge flexibility we currently have when we need it, and the awesome framework of Forge/Bukkit when we don't. So basically, I would love a spot if one is still open.
BCBG also adds or planned to add a few incidental things that I would like to talk about, like a mod installer and the ability to somehow transfer mods from the server to the client to be run for that connection session.
Hi there,
I actually once had the pleasure of working with Snowl on LibMinecraft; I'm the team lead for that project. Snowl was actually the lead of LibMinecraft.Classic, and I was the lead of the 1.2.5+ LibMinecraft modern server/client. I also spent some time working with ForgeWare on MCForge and their ForgeWare server, which is built on top of LibMinecraft. LibMinecraft itself, by the way, contains a classic server, classic client, modern (1.2.5) server and client, and code for manipulating Anvil worlds and simulating block interactions. I am the project lead for all of LibMinecraft, and delegate classic server/client functionality to Snowl, while directly overseeing modern server/client development. I am also responsible for one of the most popular debugging tools out there for developers, SMProxy.
I'd be delighted if you would add SirCmpwn (irc nick) to the list of those who may participate.
Allo. I'm SpaceManiac (dev.bukkit) (github), and while I'm not very active on these forums, I spend a fair amount of time working with Bukkit. As requested I'm posting to express interest in being an official participant. I'm the developer of PermissionsBukkit, one of the top permissions plugins for Bukkit, and the now-defunct Nether plugin, one of the first to port extremely simple, pure Vanilla-style Nether portals to Bukkit's at the time brand-new multiworld architecture. I have also contributed to Bukkit/CraftBukkit itself under Bukkit Bleeding, notably in the form of the interface and implementation for manipulating Map items under Bukkit, the implementation of retrieving the hostname a player uses to access a server via PlayerLoginEvent, and other miscellaneous testing and code review. I'm still working on my group coding skills and would be representing only my own interests as a Bukkit plugin developer and Minecraft modder and tool-maker.
My most directly mod-related project was Glowstone, a fully from-scratch Minecraft server designed almost from the ground up to run Bukkit plugins natively. Originally forked from Lightstone, a project by Graham Edgecombe, I independently developed Glowstone to gradually support more aspects of Minecraft and the Bukkit interface, adding new Bukkit features as they were added and keeping up to date on the networking protocol. After garnering a bit of hype for the project I got a lot of help from people like akreiger, zml2008, hef, and zhuowei. When school bogged me down to the point I couldn't work on Glowstone actively, the fine folks at Spout requested and received my blessing to base a reimagining of the Spout architecture off Glowstone. They've progressed a massive amount since then (Afforess is a pretty cool guy, btw), and Spout is really a fork in name only at this point, last I heard retaining little more than the network code.
Some other projects of mine include Spacecraft, a Minecraft Classic server I wrote after being astounded by what those Zombie Survival guys pulled off with fCraft but never really publicized, Spacecraft-GT, a Minecraft Alpha SMP server that I stopped working on when Bukkit, a much more viable alternative, launched, and McURL, a client tool that launches Minecraft via minecraft:// links on websites.
I would like to join this conversation - I have been an active single player modder and community member for nearly two years now and develop the popular mod, Single Player Commands (SPC). I have also written the popular modding tutorials and have a firm grasp on the Minecraft code base as well as experience in developing dynamic class loading. I believe my experience in handling input (commands) would be especially useful in designing the command handling aspect of the API. I would like to have a say in where Minecraft modding is heading and would appreciate the opportunity.
The Meaning of Life, the Universe, and Everything.
Join Date:
8/6/2011
Posts:
61
Member Details
Hello, I am chanku devloper of the Orix mod. Even though it has not been released I am currently fixing some issues that I had during my testing. I hope that I can join, and I understand if I can not join the main IRC channel as there are better people to be in it. However I know that this is something that I should atleast put my two-cents in, because this will affect me as a coder. I feel that I have some ideas ,whether or not they or good or bad is up to you to decide, but I feel that I can bring some pro's and con's about the system and can Help improve the Ideas of others too if I find flaws. If I can not join the main chat then I will be on the second chat, and please take what is on the second chat into consideration too. I also have some ideas about what could be added with the API, and what could be useful especally to new Modders. I feel that the API is a way to allow new people into modding that had a hard time or couldn't code before and make it easier to current modders and allow new people to make mods that they have wanted yet the code would be hard to do . Again I understand that there are better well known and people more qualified than me to be in it, so even if I am not picked I understand, as I am probably not the most qualified. Thanks for taking the time to read this and hope to join the chat
I would love to allow more people to participate in the meeting, but we're probably already over the acceptable limit as it is. That being said, I will be playing it by ear - based on how manageable the meeting is with the current amount of people, we may have to add or remove participants accordingly to keep things under control.
For those of you that are on the list of participants, please join us ahead of time to make sure you are able to talk. If you find that you are unable to talk, please contact me and I will get you sorted out. If you're connecting to the chat and do not already have a registered nickname, please PM me on the forums to verify your identity in the chat.
Please make sure you keep checking the list of participants as it is subject to change and has probably changed since the last time you looked at it. If you haven't looked at it recently, you might find that you may have been invited to join us in the meeting.
Furthermore, we will not hesitate to remove any participants both in the meeting channel and in the open discussion channel that are misbehaving to ensure we get the most out of this opportunity. We will be actively monitoring both channels either personally or through a team of volunteer moderators.
Thanks for your interest in being a part of the beginning of our initiative to involve the community in the API development process! I'm really excited to see how this first meeting goes, based on the list of participants I think it will be pretty awesome
More people will try mods, and be willing to use fancy stuff like mo' creatures.
Servers will have more control over things.
Mods will be more compatible and might not even need to be updated every time minecraft is updated.
More servers will be willing to use cool stuff like the portal mod.
Official support for modding.
The bad (take special note here; 100 good things isn't enough to offset the complaints generated by a single bad thing):
Commonly created mods such as x-ray and "smelt dirt to make diamond" might flood the community.
A significant number of servers might seek to add fancy mods, thereby reducing the options available for good, traditional SMP, as Xedearnal noted.
If servers will be able to dictate if a client can have mods or not, they may deny ALL mods, even utilities like Optifine. Not to mention the breach of privacy if they get a list.
If mods don't need to be updated alongside minecraft, such could mean less changes and snazzy updates to them; normally, a new version of minecraft marks a lot of new additions to a mod as well.
What will happen to modloader? Forge? Magic Launcher? MCP? Will they be abandoned? What will happen to the mods that use them?
Going to quote your bad list a little bit...
1. Along with the flooding you mentioned, there is no getting around it. Just wait...X-Ray will be the LEAST of the flood to hit...TNT blockers will be what you see .
2. If Mojang is going the way I think they are with loading of plugins (they aren't really called mods anymore) and server white-listing of them (much the same way the Spout platform will be doing) then it is up for you to tell the admin of your server that you want the ability to use such and such plugin. I do not care if you have donated so x amount of money to that server, you literally have no right to demand anything from a server in-which you do not own. If the admin decides to not allow any plugins then you can simply move on (there is plenty enough servers out there to play on). This is the exact approach popular modding platform Garry's Mod with SMP and mods. The admin has final say, every time.
I'm also from tropicraft, and I deal with more the land generation/dimension side of it. I'd like to be in the meeting for things relating to that. Sorry about the late application, I've been on vacation for the past week, and I sadly didn't have cell service.
We definitely need representation regarding Height Mod and Terrain/Biome Mod issues.
For instance; Can the API allow deep hooks which would allow something like the Cubic Chunks Mod to operate more easily and with little incompatibility?
* Unfortunately I will be on-the-road right when this meeting starts.. One hour later and I could have been here for it.
If I get in somehow, I wouldn't mind talking a bit about that, although once anvil gets finalized and fixed, it should be fairly easy.
Thanks! One thing to please consider though; Anvil is not true Cubic Chunks, Robinton and Nocte have analyzed it and it isn't true cubic it is limited. Any true implementation of Cubic Chunks, like the Cubic Chunks Mod will still need to massively rework the system regardless of Anvil.
Rollback Post to RevisionRollBack
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
I hope that "bad" list and the backlash it could cause doesn't make this addition to the game as useless as the other ones that have been inspired from mods. I'm sick of that crap, please don't half-ass this so that people will still have "incentive" to use ModLoader or Forge anyway, like you did with the pistons, the pets, the farming implements, the NPCs, the emerald block, the breeding, the recent biomes, the End, the strongholds, the map, the minecart boosters, create mode, please let me know if I'm forgetting anything. Seriously, I never want to have to use a player-made API EVER again. They're a pain to install and I want more people to use mods on my server. Still making people have to use Forge or Modloader will completely defeat the purpose.
Edit: By "you" I don't mean Seph, I mean Mojang as a whole.
Are you trying to keep me out for good?
I don't look THAT bad.
I've made a few mods, most notably You Are the Creeper, but what I'd like to talk about in the discussion is BaseClassesBeGone, a 'hooking' method for modifying base classes without modifying the whole class.
There is a bare-bones version of BCBG at https://github.com/R...seClassesBeGone, but my eventual vision would be to allow almost diff-like modification to methods so that multiple mods could touch different parts of the same method, but the current version allows different mods to modify the same class but not the same methods.
I don't feel BCBG replaces mods like Forge or Bukkit, but instead allows for mods like Optifine or Dynamic Lights to modify parts of the render guts of Minecraft without adding tons of (sometimes difficult to maintain) API points that can slow down the game.
I would like to bring this up in the discussion because I think it's another option that allows mod authors the huge flexibility we currently have when we need it, and the awesome framework of Forge/Bukkit when we don't. So basically, I would love a spot if one is still open.
BCBG also adds or planned to add a few incidental things that I would like to talk about, like a mod installer and the ability to somehow transfer mods from the server to the client to be run for that connection session.
I actually once had the pleasure of working with Snowl on LibMinecraft; I'm the team lead for that project. Snowl was actually the lead of LibMinecraft.Classic, and I was the lead of the 1.2.5+ LibMinecraft modern server/client. I also spent some time working with ForgeWare on MCForge and their ForgeWare server, which is built on top of LibMinecraft. LibMinecraft itself, by the way, contains a classic server, classic client, modern (1.2.5) server and client, and code for manipulating Anvil worlds and simulating block interactions. I am the project lead for all of LibMinecraft, and delegate classic server/client functionality to Snowl, while directly overseeing modern server/client development. I am also responsible for one of the most popular debugging tools out there for developers, SMProxy.
I'd be delighted if you would add SirCmpwn (irc nick) to the list of those who may participate.
My most directly mod-related project was Glowstone, a fully from-scratch Minecraft server designed almost from the ground up to run Bukkit plugins natively. Originally forked from Lightstone, a project by Graham Edgecombe, I independently developed Glowstone to gradually support more aspects of Minecraft and the Bukkit interface, adding new Bukkit features as they were added and keeping up to date on the networking protocol. After garnering a bit of hype for the project I got a lot of help from people like akreiger, zml2008, hef, and zhuowei. When school bogged me down to the point I couldn't work on Glowstone actively, the fine folks at Spout requested and received my blessing to base a reimagining of the Spout architecture off Glowstone. They've progressed a massive amount since then (Afforess is a pretty cool guy, btw), and Spout is really a fork in name only at this point, last I heard retaining little more than the network code.
Some other projects of mine include Spacecraft, a Minecraft Classic server I wrote after being astounded by what those Zombie Survival guys pulled off with fCraft but never really publicized, Spacecraft-GT, a Minecraft Alpha SMP server that I stopped working on when Bukkit, a much more viable alternative, launched, and McURL, a client tool that launches Minecraft via minecraft:// links on websites.
I would like to join this conversation - I have been an active single player modder and community member for nearly two years now and develop the popular mod, Single Player Commands (SPC). I have also written the popular modding tutorials and have a firm grasp on the Minecraft code base as well as experience in developing dynamic class loading. I believe my experience in handling input (commands) would be especially useful in designing the command handling aspect of the API. I would like to have a say in where Minecraft modding is heading and would appreciate the opportunity.
Regards, simo
For those of you that are on the list of participants, please join us ahead of time to make sure you are able to talk. If you find that you are unable to talk, please contact me and I will get you sorted out. If you're connecting to the chat and do not already have a registered nickname, please PM me on the forums to verify your identity in the chat.
Please make sure you keep checking the list of participants as it is subject to change and has probably changed since the last time you looked at it. If you haven't looked at it recently, you might find that you may have been invited to join us in the meeting.
Furthermore, we will not hesitate to remove any participants both in the meeting channel and in the open discussion channel that are misbehaving to ensure we get the most out of this opportunity. We will be actively monitoring both channels either personally or through a team of volunteer moderators.
Thanks for your interest in being a part of the beginning of our initiative to involve the community in the API development process! I'm really excited to see how this first meeting goes, based on the list of participants I think it will be pretty awesome
Going to quote your bad list a little bit...
1. Along with the flooding you mentioned, there is no getting around it. Just wait...X-Ray will be the LEAST of the flood to hit...TNT blockers will be what you see .
2. If Mojang is going the way I think they are with loading of plugins (they aren't really called mods anymore) and server white-listing of them (much the same way the Spout platform will be doing) then it is up for you to tell the admin of your server that you want the ability to use such and such plugin. I do not care if you have donated so x amount of money to that server, you literally have no right to demand anything from a server in-which you do not own. If the admin decides to not allow any plugins then you can simply move on (there is plenty enough servers out there to play on). This is the exact approach popular modding platform Garry's Mod with SMP and mods. The admin has final say, every time.
For instance; Can the API allow deep hooks which would allow something like the Cubic Chunks Mod to operate more easily and with little incompatibility?
* Unfortunately I will be on-the-road right when this meeting starts.. One hour later and I could have been here for it.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Really? Next time read the main post.
#minecraftdev for the invited to talk, others cant talk
#minecraftdev-discuss for the rest
Thanks! One thing to please consider though; Anvil is not true Cubic Chunks, Robinton and Nocte have analyzed it and it isn't true cubic it is limited. Any true implementation of Cubic Chunks, like the Cubic Chunks Mod will still need to massively rework the system regardless of Anvil.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Edit: By "you" I don't mean Seph, I mean Mojang as a whole.
Its still going on.