i'm not sure but i think jonnynova might be a divisor alias, maybe already had the github before minecraft.
[edit]whoever did that posted it in 2017, so it's nothing new. [/edit]
also didn't they at least start on 1.10?
i swear the library mod or whatever it was called for smart moving updated but the actual content mod never did.
also whoever asked about the bounty here is the curse bounty board thread, bounties for code is an OLD as dirt thing, microsoft has maintained bounties for issues in windows forever just about, yeah, that's right, cash, for fixes, coding is a wholly ability dependent job.
[edit] double checked and render player api was updated to 1.12 even, from what i can tell preparations were being made for 1.12 but either those were only there for other people using the api or nothing happened with the content mod portion [/edit]
Well I've tried to port it over but I don't have any coding knowledge so I didn't know how to fix a lot of the errors to even compile it back into a jar file.
If there is an effort underway to port to 1.12, it might be worth considering if it could be done by subclassing and extending the existing player class instead of replacing it. The one drawback Smart Moving always had was that it was not compatible with third-party mod-added custom armors, or with other mods that modify the player such as Gender. There was the player class replacer add-on that made it work with third-party armors such as Thaumcraft's magnificent Thaumium Fortress armor, but that had bizarre side effects on things like Bibliocraft armor stands.
If there is an effort underway to port to 1.12, it might be worth considering if it could be done by subclassing and extending the existing player class instead of replacing it. The one drawback Smart Moving always had was that it was not compatible with third-party mod-added custom armors, or with other mods that modify the player such as Gender. There was the player class replacer add-on that made it work with third-party armors such as Thaumcraft's magnificent Thaumium Fortress armor, but that had bizarre side effects on things like Bibliocraft armor stands.
From what I know about coding, the author should have gone for third party integration from the beginning.
Replacing something that other mods are going to rely on is basically saying: "My mod is only mod you need!"
In cases like Terrafirmacraft, that might be true.
Here, it is not.
Plus I also wonder why the animations can't just be done like in the vanilla game.
They have basic walking animations there, smacking stuff and now even smimming.
Even if that stuff is hardcoded in, one would simply need to make the mod a coremod to replicate it and that oughta do the trick.
Correct me.
No, not *if* I am wrong. Because I surely am. Or else the original mod author would have done the way I just described
Rollback Post to RevisionRollBack
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
If there is an effort underway to port to 1.12, it might be worth considering if it could be done by subclassing and extending the existing player class instead of replacing it. The one drawback Smart Moving always had was that it was not compatible with third-party mod-added custom armors, or with other mods that modify the player such as Gender. There was the player class replacer add-on that made it work with third-party armors such as Thaumcraft's magnificent Thaumium Fortress armor, but that had bizarre side effects on things like Bibliocraft armor stands.
smart moving is a mission critical mod in my opinion, visual only glitches aren't even an annoyance unless i hit f5 by mistake.
also there's been a very easy to use API that other mods could and should have been plugging into to fix that issue for YEARS, smart moving has already bent over backwards trying to help, screw them if they don't care enough to fix their problems.
smart moving is a mission critical mod in my opinion, visual only glitches aren't even an annoyance unless i hit f5 by mistake.
also there's been a very easy to use API that other mods could and should have been plugging into to fix that issue for YEARS, smart moving has already bent over backwards trying to help, screw them if they don't care enough to fix their problems.
I agree on the mission critical score. Hey, vanilla, what do you mean I can't climb an obstacle that's only 2 blocks high? Almost every modern game in the world allows climbing obstacles. Most of them will let you jump up, grab, and scale an obstacle taller than you are — 3 blocks, say. Why can't Minecraft?
You're wrong IMO about the API issue. Yes, there was an API. Yes, there was even a player model enhancer. Neither should have been necessary in the first place. It's not the responsibility of every other modder who touches the player model in any way to be compatible with Smart Moving. It's Smart Moving's responsibility to implement its modifications to the player model in a way that does not force other mods to jump through additional hoops to be compatible with Smart Moving. and de-facto have both a "Smart Moving present" and a "Smart Moving not present" version of their code. This is why Thermal Expansion implemented its own covers instead of staying multipart compatible: Building Forge Multipart compatibility into every multipartable piece in Thermal Expansion de facto meant that Thermal Expansion now had torequire Forge Multipart.
Of course, IMO in a perfect world vanilla Minecraft would adopt Smart Moving's extensions to the player model. And Gender's. But in a perfect world, vanilla Minecraft would adopt a lot of things that are now done by mods, and Mojang would reward the modders for their work. But the only case I'm aware of in which this has actually happened in vanilla Minecraft is vanilla horses. (Contrast with Forge where CoFH's Redstone Flux energy API has been almost universally adopted as the standard energy API. Though there are still holdouts of course ... I'm looking at you, IC².)
I agree on the mission critical score. Hey, vanilla, what do you mean I can't climb an obstacle that's only 2 blocks high? Almost every modern game in the world allows climbing obstacles. Most of them will let you jump up, grab, and scale an obstacle taller than you are — 3 blocks, say. Why can't Minecraft?
You're wrong IMO about the API issue. Yes, there was an API. Yes, there was even a player model enhancer. Neither should have been necessary in the first place. It's not the responsibility of every other modder who touches the player model in any way to be compatible with Smart Moving. It's Smart Moving's responsibility to implement its modifications to the player model in a way that does not force other mods to jump through additional hoops to be compatible with Smart Moving. and de-facto have both a "Smart Moving present" and a "Smart Moving not present" version of their code. This is why Thermal Expansion implemented its own covers instead of staying multipart compatible: Building Forge Multipart compatibility into every multipartable piece in Thermal Expansion de facto meant that Thermal Expansion now had torequire Forge Multipart.
Of course, IMO in a perfect world vanilla Minecraft would adopt Smart Moving's extensions to the player model. And Gender's. But in a perfect world, vanilla Minecraft would adopt a lot of things that are now done by mods, and Mojang would reward the modders for their work. But the only case I'm aware of in which this has actually happened in vanilla Minecraft is vanilla horses. (Contrast with Forge where CoFH's Redstone Flux energy API has been almost universally adopted as the standard energy API. Though there are still holdouts of course ... I'm looking at you, IC².)
you say neither should have been necessary in the first place, however if that were really the case divisor would have never seen fit to alter the minecraft player character and how it animates so drastically and smart moving would never have existed.
i cannot agree.
i also can't agree that one mod being able to identify another's presence is really that much to ask, no way in heck, not even remotely, i know for a fact versions of tinkers construct and natura confirm to each other their presence or lack thereof, there's no reason not to except being lazy was easier and sloppier.
edit: to be clear, in my opinion smart moving should have been merged with forge or vanilla years ago, it's really silly why they still haven't to be honest either.
lastly, the crawling is the big feature for me, do not want to play without.
Crawling is really an important feature, yeah, sometimes as important as climbing. No disagreement there.
There's a difference between identifying another mod's presence and enabling support for it, though, and having massively different code depending whether another mod is present or not because that mod chose to create its own player class from scratch and totally replace the vanilla player class rather than simply extending the vanilla class. Several other mod developers have called this out as a fundamental design error on Divisor's part. The fact that Smart Moving is so freaking awesomely useful does not negate that design error.
Crawling is really an important feature, yeah, sometimes as important as climbing. No disagreement there.
There's a difference between identifying another mod's presence and enabling support for it, though, and having massively different code depending whether another mod is present or not because that mod chose to create its own player class from scratch and totally replace the vanilla player class rather than simply extending the vanilla class. Several other mod developers have called this out as a fundamental design error on Divisor's part. The fact that Smart Moving is so freaking awesomely useful does not negate that design error.
it doesn't need to be "massively different" it just needs to go "oh you have smart moving, i'll disable the vanilla fallbacks and use the correct way" and that's about it, mod developers need to stop doing it wrong because it's easier is the real issue.
i'm not sure but i think jonnynova might be a divisor alias, maybe already had the github before minecraft.
[edit]whoever did that posted it in 2017, so it's nothing new. [/edit]
also didn't they at least start on 1.10?
i swear the library mod or whatever it was called for smart moving updated but the actual content mod never did.
also whoever asked about the bounty here is the curse bounty board thread, bounties for code is an OLD as dirt thing, microsoft has maintained bounties for issues in windows forever just about, yeah, that's right, cash, for fixes, coding is a wholly ability dependent job.
https://authors.curseforge.com/forums/bounty-board/minecraft/233181-smart-movement-update-remake
[edit] double checked and render player api was updated to 1.12 even, from what i can tell preparations were being made for 1.12 but either those were only there for other people using the api or nothing happened with the content mod portion [/edit]
So wait, are people actually trying to recreate or port the mod over to 1.12.2?
we hope? but it looks like the only fork i see is even with the main one so i doubt he actually did anything.
Well I've tried to port it over but I don't have any coding knowledge so I didn't know how to fix a lot of the errors to even compile it back into a jar file.
If there is an effort underway to port to 1.12, it might be worth considering if it could be done by subclassing and extending the existing player class instead of replacing it. The one drawback Smart Moving always had was that it was not compatible with third-party mod-added custom armors, or with other mods that modify the player such as Gender. There was the player class replacer add-on that made it work with third-party armors such as Thaumcraft's magnificent Thaumium Fortress armor, but that had bizarre side effects on things like Bibliocraft armor stands.
Well I've opened up a GitHub issue asking if he can port the mod over to 1.12.2 since PlayerAPI 1.12.1 is out. Hopefully he responds.
From what I know about coding, the author should have gone for third party integration from the beginning.
Replacing something that other mods are going to rely on is basically saying: "My mod is only mod you need!"
In cases like Terrafirmacraft, that might be true.
Here, it is not.
Plus I also wonder why the animations can't just be done like in the vanilla game.
They have basic walking animations there, smacking stuff and now even smimming.
Even if that stuff is hardcoded in, one would simply need to make the mod a coremod to replicate it and that oughta do the trick.
Correct me.
No, not *if* I am wrong. Because I surely am. Or else the original mod author would have done the way I just described
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
smart moving is a mission critical mod in my opinion, visual only glitches aren't even an annoyance unless i hit f5 by mistake.
also there's been a very easy to use API that other mods could and should have been plugging into to fix that issue for YEARS, smart moving has already bent over backwards trying to help, screw them if they don't care enough to fix their problems.
I agree on the mission critical score. Hey, vanilla, what do you mean I can't climb an obstacle that's only 2 blocks high? Almost every modern game in the world allows climbing obstacles. Most of them will let you jump up, grab, and scale an obstacle taller than you are — 3 blocks, say. Why can't Minecraft?
You're wrong IMO about the API issue. Yes, there was an API. Yes, there was even a player model enhancer. Neither should have been necessary in the first place. It's not the responsibility of every other modder who touches the player model in any way to be compatible with Smart Moving. It's Smart Moving's responsibility to implement its modifications to the player model in a way that does not force other mods to jump through additional hoops to be compatible with Smart Moving. and de-facto have both a "Smart Moving present" and a "Smart Moving not present" version of their code. This is why Thermal Expansion implemented its own covers instead of staying multipart compatible: Building Forge Multipart compatibility into every multipartable piece in Thermal Expansion de facto meant that Thermal Expansion now had to require Forge Multipart.
Of course, IMO in a perfect world vanilla Minecraft would adopt Smart Moving's extensions to the player model. And Gender's. But in a perfect world, vanilla Minecraft would adopt a lot of things that are now done by mods, and Mojang would reward the modders for their work. But the only case I'm aware of in which this has actually happened in vanilla Minecraft is vanilla horses. (Contrast with Forge where CoFH's Redstone Flux energy API has been almost universally adopted as the standard energy API. Though there are still holdouts of course ... I'm looking at you, IC².)
you say neither should have been necessary in the first place, however if that were really the case divisor would have never seen fit to alter the minecraft player character and how it animates so drastically and smart moving would never have existed.
i cannot agree.
i also can't agree that one mod being able to identify another's presence is really that much to ask, no way in heck, not even remotely, i know for a fact versions of tinkers construct and natura confirm to each other their presence or lack thereof, there's no reason not to except being lazy was easier and sloppier.
edit: to be clear, in my opinion smart moving should have been merged with forge or vanilla years ago, it's really silly why they still haven't to be honest either.
lastly, the crawling is the big feature for me, do not want to play without.
Crawling is really an important feature, yeah, sometimes as important as climbing. No disagreement there.
There's a difference between identifying another mod's presence and enabling support for it, though, and having massively different code depending whether another mod is present or not because that mod chose to create its own player class from scratch and totally replace the vanilla player class rather than simply extending the vanilla class. Several other mod developers have called this out as a fundamental design error on Divisor's part. The fact that Smart Moving is so freaking awesomely useful does not negate that design error.
it doesn't need to be "massively different" it just needs to go "oh you have smart moving, i'll disable the vanilla fallbacks and use the correct way" and that's about it, mod developers need to stop doing it wrong because it's easier is the real issue.
Hello Divisor can you please update the mod to 1.12.2 please. I will understand if you can't do it.
So tell me if you can or can't.
Oh sh*t guys. https://github.com/Tommsy64/SmartMoving/releases/tag/1.12.2-16.4-RC3
awesome, i'm gonna fire up a new instance and drop them all in and see what explodes.
[edit] gets in game fine, nothing appears to be broken at first glance, climbing and crawling work, nothing else tested [/edit]
My hand is missing though, which sucks. :/
I don't know how to use Github.
Does this mean the mod is now working?
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
it means there's release candidate 3 download versions of it.
as i posted before, i didn't test much at all but it appeared functional from the very limited testing i've done.
Firing it up...
This RC is constantly flooding my console with: