1. Yes, everything seems to work great! Excellent job on the port.
2. It's so nice to have Superman-style fly-where-you-look back. Gods of Chaos, I hate creative flight. Yes, creative flight is better than no flight at all, but having a refrigerator dropped on your foot is better than being stabbed in the eye with a sharpened stick, too.
3. I seem to be running into a few ...sync issues maybe? I had a sign that took me five tries to break, another that vanished when broken, and a half-dozen or so chunks of netherrack that also just vanished when broken.
4. See the console log spam issue above.
Now, that said and with massive thanks to ScienceDrummer for the update/port (I cannot emphasize that enough), there are some bugs present that are inherent in SmartMoving. For instance, if I turn around in third person view, my Thaumcraft Goggles of Revealing are suddenly on the back of my head, and my Optifine cloak is hanging down my chest like a bib. They don't move with me when I swim, fly or crawl, either, and if I go into third-person mode when I'm within sight of armor on a Bibliocraft armor stand (I haven't tested it with vanilla armor stands yet), the armor on the stand spins around like a dervish.
I want to stress these issues are not the fault of ScienceDrummer's port. They are a consequence of the underlying design decision in Smart Moving to replace, rather than extend, the vanilla player model. Many other modders have pointed to this when asked "Why isn't your mod compatible with Smart Moving?", and said, "No, you have it backwards, it's Smart Moving that is incompatible with everything else."
Disclaimer: I am not a modder myself (learning Java and modding is on my to-do-someday list) and don't know enough about the internals of Minecraft to know how difficult it is to extend the player model in a compatible way.
I do note that Divisor used to have a Player API Helper (or was it API Extender?) add-on that patched player API calls by other mods to help with these mod-interaction bugs. (My recollection is that it fixed all the ones I'm aware of except the armor-stand whirling-dervish bug and compatibility with iPixeli's Gender Mod, and the Gender Mod hasn't been updated to 1.12 yet.)
I don't know if Divisor plans on doing anything more with Smart Moving. But it would be really fantastic if some experienced modder would take on the task of looking into the core Smart Moving code and seeing whether it is possible to re-implement it in a way that does not result in incompatibility with every other mod that uses the player model in any way.
it's unclear where science drummer and Tommys64 are the same person or not, but based on reading comments i am going to assume this is not the case, as far as i can tell science drummer found the update, but did not actually do any of the programming.
as far as i understand the way github works is issues must be reported to the main repository and not a fork, either that or issues have not been setup to be accepted, i've asked which is the correct place to report issues but for now the main repository should work just fine.
3. I seem to be running into a few ...sync issues maybe? I had a sign that took me five tries to break, another that vanished when broken, and a half-dozen or so chunks of netherrack that also just vanished when broken.
quote snipped for length.
also try running the mod by itself with just FML (minecraft forge) and nothing else and see if you still have issues first.
THE MINECRAFT FORUMS EDITOR IS COMPLETE AND TOTAL GARBAGE, THIS FOLLOWING PARAGRAPH IS A QUOTE.
Now, that said and with massive thanks to ScienceDrummer for the update/port (I cannot emphasize that enough), there are some bugs present that are inherent in SmartMoving. For instance, if I turn around in third person view, my Thaumcraft Goggles of Revealing are suddenly on the back of my head, and my Optifine cloak is hanging down my chest like a bib. They don't move with me when I swim, fly or crawl, either, and if I go into third-person mode when I'm within sight of armor on a Bibliocraft armor stand (I haven't tested it with vanilla armor stands yet), the armor on the stand spins around like a dervish.
THE MINECRAFT FORUMS EDITOR IS COMPLETE AND TOTAL GARBAGE, THE PRECEDING PARAGRAPH WAS A QUOTE.
this is expected behavior and nothing out of the ordinary, from what i understand the update has made minimal changes only to port the mod to the current minecraft version for compatibility, from what i can tell there are absolutely zero new features or changes to expected behavior.
this is a feature request, you can make it on github to the main repository link provided above as an issue with the selection of "feature request".
SORRY FOR SO MANY EDITS, THIS POST IS NOW FINAL, THIS FORUMS SOFTWARE IS SERIOUSLY THE WORST PIECE OF SOFTWARE I'VE EVER SEEN IN MY ENTIRE LIFE.
Yeah, I know the behaviors are expected. I tried to make it clear that these were legacy issues that SmartMoving has always had, and that were MOSTLY but not completely fixed by the API Extender add-on. I also tried to make it as clear as I could that I am not in any way placing any blame whatsoever on the port.
I share your pain with the forum editor. (If anything, it's gotten worse over time.)
And ScienceDrummer, I thought you and TommyS64 were one and the same with different usernames on different sites. My error.
TommyS64, apologies for stealing your thunder, I didn't realize I was misattributing.
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he stated on the main github issues page that at current all he's done is port it to current versions and he'll need some time to understand more of how the mod functions to do much else btw, just letting you guys know, in the meantime, mods should and if they care to be compatible, will use the provided API, there may never be a way around that also, it is simply how it works.
Unfortunately they will be the fault of them soon enough, once the port gets more popular. They will demand it working, and to be honest, I have seen what coding is capable of. An extended "check for" could be the solution to creating an algorithm to detect and implement armours that are alien to the mod. Plus, I hope that swimming in 1.13 will bring some more stability to movement soon enough and maybe even feature that very same solution I just proposed. Or at least a part of it.
It's not an official version. If Divisor gets back, he may pick it up again.
it's been quite a while for that to be considered a realistic expectation.
i haven't looked today, but as far as i could tell the last activity related to minecraft was in july of 2017.
looks like they moved onto rimworld modding, i didn't actually realize it, but i guess divisor made the redistheat mod for rimworld too which i used to play with.
Yes, I have created an unofficial port of Smart Moving to 1.10.2 and 1.12.2. I don't have much experience with modding and the Smart Moving source is both complicatedandundocumented.
There are a bunch of bugs. I am not yet sure how to fix them.
As some of you have mentioned, Smart Moving does indeed mostly replace some base Minecraft classes associated with the Player. This replacement is actually done by Player API for server-side, and Render Player API for client-side. These two "API" mods appear to be huge messes. I'm not sure whether or not the source for these mods are actually generated by some program Divisor has created. (These 5000+lineclasses seem oddly templated).
Regardless, I cannot work with the source of these mods; therefore, I am going to try to rewrite them from scratch using a programming concept known as a Mixin. Although Java is not a language that naively supports mixins, the people over at Sponge Powered (it appears to have been mainly Mumfrey) have remarkably implemented Mixins in Java for Minecraft (Github link). In short, Mixins allow mods to dynamically overwrite and modifying the bytecode of existing classes during runtime (or more specifically, class-load time) in a structured and well-defined manner that will (hopefully) preserve compatibility between multiple mods modifying the same class. This is simultaneously an amazing asset and a horrible, borderline insane hack of the Java language. But hey, this is what Minecraft Modding has forced us to do ¯\_(ツ)_/¯.
As a reminder, all of this is being done unofficially. I am making no promises as to the completion or maintenance of any rewritten versions of Divisor's mods.
As a reminder, all of this is being done unofficially. I am making no promises as to the completion or maintenance of any rewritten versions of Divisor's mods.
Thank you for your efforts. I gotta say, you are jumping in at the deep end. Smart Moving has got to be one of the more technically difficult, for its size, mods out there.
Yes, I have created an unofficial port of Smart Moving to 1.10.2 and 1.12.2. I don't have much experience with modding and the Smart Moving source is both complicatedandundocumented.
There are a bunch of bugs. I am not yet sure how to fix them.
As some of you have mentioned, Smart Moving does indeed mostly replace some base Minecraft classes associated with the Player. This replacement is actually done by Player API for server-side, and Render Player API for client-side. These two "API" mods appear to be huge messes. I'm not sure whether or not the source for these mods are actually generated by some program Divisor has created. (These 5000+lineclasses seem oddly templated).
Regardless, I cannot work with the source of these mods; therefore, I am going to try to rewrite them from scratch using a programming concept known as a Mixin. Although Java is not a language that naively supports mixins, the people over at Sponge Powered (it appears to have been mainly Mumfrey) have remarkably implemented Mixins in Java for Minecraft (Github link). In short, Mixins allow mods to dynamically overwrite and modifying the bytecode of existing classes during runtime (or more specifically, class-load time) in a structured and well-defined manner that will (hopefully) preserve compatibility between multiple mods modifying the same class. This is simultaneously an amazing asset and a horrible, borderline insane hack of the Java language. But hey, this is what Minecraft Modding has forced us to do ¯\_(ツ)_/¯.
As a reminder, all of this is being done unofficially. I am making no promises as to the completion or maintenance of any rewritten versions of Divisor's mods.
As long as you manage to make the mod run again. Plus, if an author abandons the mod, people should be able to continue. What you do. And they should even be able to "officially" do so.
Remember Dimensional Doors? Steven left. Now we are working on it (I am just a very small part of the team) and are basically reinventing it too.
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?
OK, having tested a bit:
1. Yes, everything seems to work great! Excellent job on the port.
2. It's so nice to have Superman-style fly-where-you-look back. Gods of Chaos, I hate creative flight. Yes, creative flight is better than no flight at all, but having a refrigerator dropped on your foot is better than being stabbed in the eye with a sharpened stick, too.
3. I seem to be running into a few ...sync issues maybe? I had a sign that took me five tries to break, another that vanished when broken, and a half-dozen or so chunks of netherrack that also just vanished when broken.
4. See the console log spam issue above.
Now, that said and with massive thanks to ScienceDrummer for the update/port (I cannot emphasize that enough), there are some bugs present that are inherent in SmartMoving. For instance, if I turn around in third person view, my Thaumcraft Goggles of Revealing are suddenly on the back of my head, and my Optifine cloak is hanging down my chest like a bib. They don't move with me when I swim, fly or crawl, either, and if I go into third-person mode when I'm within sight of armor on a Bibliocraft armor stand (I haven't tested it with vanilla armor stands yet), the armor on the stand spins around like a dervish.
I want to stress these issues are not the fault of ScienceDrummer's port. They are a consequence of the underlying design decision in Smart Moving to replace, rather than extend, the vanilla player model. Many other modders have pointed to this when asked "Why isn't your mod compatible with Smart Moving?", and said, "No, you have it backwards, it's Smart Moving that is incompatible with everything else."
Disclaimer: I am not a modder myself (learning Java and modding is on my to-do-someday list) and don't know enough about the internals of Minecraft to know how difficult it is to extend the player model in a compatible way.
I do note that Divisor used to have a Player API Helper (or was it API Extender?) add-on that patched player API calls by other mods to help with these mod-interaction bugs. (My recollection is that it fixed all the ones I'm aware of except the armor-stand whirling-dervish bug and compatibility with iPixeli's Gender Mod, and the Gender Mod hasn't been updated to 1.12 yet.)
I don't know if Divisor plans on doing anything more with Smart Moving. But it would be really fantastic if some experienced modder would take on the task of looking into the core Smart Moving code and seeing whether it is possible to re-implement it in a way that does not result in incompatibility with every other mod that uses the player model in any way.
apparently some people didn't notice the link before, but in divisor's absence the official place is here on github:
https://github.com/Tommsy64/SmartMoving
it's unclear where science drummer and Tommys64 are the same person or not, but based on reading comments i am going to assume this is not the case, as far as i can tell science drummer found the update, but did not actually do any of the programming.
as far as i understand the way github works is issues must be reported to the main repository and not a fork, either that or issues have not been setup to be accepted, i've asked which is the correct place to report issues but for now the main repository should work just fine.
quote snipped for length.
also try running the mod by itself with just FML (minecraft forge) and nothing else and see if you still have issues first.
THE MINECRAFT FORUMS EDITOR IS COMPLETE AND TOTAL GARBAGE, THIS FOLLOWING PARAGRAPH IS A QUOTE.
Now, that said and with massive thanks to ScienceDrummer for the update/port (I cannot emphasize that enough), there are some bugs present that are inherent in SmartMoving. For instance, if I turn around in third person view, my Thaumcraft Goggles of Revealing are suddenly on the back of my head, and my Optifine cloak is hanging down my chest like a bib. They don't move with me when I swim, fly or crawl, either, and if I go into third-person mode when I'm within sight of armor on a Bibliocraft armor stand (I haven't tested it with vanilla armor stands yet), the armor on the stand spins around like a dervish.
THE MINECRAFT FORUMS EDITOR IS COMPLETE AND TOTAL GARBAGE, THE PRECEDING PARAGRAPH WAS A QUOTE.
this is expected behavior and nothing out of the ordinary, from what i understand the update has made minimal changes only to port the mod to the current minecraft version for compatibility, from what i can tell there are absolutely zero new features or changes to expected behavior.
this is a feature request, you can make it on github to the main repository link provided above as an issue with the selection of "feature request".
SORRY FOR SO MANY EDITS, THIS POST IS NOW FINAL, THIS FORUMS SOFTWARE IS SERIOUSLY THE WORST PIECE OF SOFTWARE I'VE EVER SEEN IN MY ENTIRE LIFE.
Ok, for some reason my reply is missing but yeah, I didn't make the port, Tommys64 made it.
Tommys64 has informed me that he had issue reporting for his fork disabled before, please report issues here:
https://github.com/Tommsy64/SmartMoving/issues
Thanks for the pointer.
Yeah, I know the behaviors are expected. I tried to make it clear that these were legacy issues that SmartMoving has always had, and that were MOSTLY but not completely fixed by the API Extender add-on. I also tried to make it as clear as I could that I am not in any way placing any blame whatsoever on the port.
I share your pain with the forum editor. (If anything, it's gotten worse over time.)
And ScienceDrummer, I thought you and TommyS64 were one and the same with different usernames on different sites. My error.
TommyS64, apologies for stealing your thunder, I didn't realize I was misattributing.
he stated on the main github issues page that at current all he's done is port it to current versions and he'll need some time to understand more of how the mod functions to do much else btw, just letting you guys know, in the meantime, mods should and if they care to be compatible, will use the provided API, there may never be a way around that also, it is simply how it works.
Unfortunately they will be the fault of them soon enough, once the port gets more popular. They will demand it working, and to be honest, I have seen what coding is capable of. An extended "check for" could be the solution to creating an algorithm to detect and implement armours that are alien to the mod. Plus, I hope that swimming in 1.13 will bring some more stability to movement soon enough and maybe even feature that very same solution I just proposed. Or at least a part of it.
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?
And yes, I did manage to get the quote beneath and not above. Made a mistake apparently and now it is the wrong way around.
HUZZA for my incompetence
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?
speaking of the port getting popular, can a moderator edit the title as the mod now has a 1.12 version available for download?
it's been quite a while for that to be considered a realistic expectation.
i haven't looked today, but as far as i could tell the last activity related to minecraft was in july of 2017.
looks like they moved onto rimworld modding, i didn't actually realize it, but i guess divisor made the redistheat mod for rimworld too which i used to play with.
If he didn't come back for the 1.10.2 port, I don't he'll come back for the 1.12.2 port. lol
The good news: TommyS64 just ported the RenderPlayer API Enhancer as well.
The bad news: At least for me, in 1.12.2 it is causing crippling (read: 2fps) client-side lag. Unusable.
0.0
I don't think your pc is a potato and still 2fps?!
This is bad...
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?
Hey guys (@ScienceDrummer, @CaerMaster, @Zaesar_AoH, @3damnmuch).
Yes, I have created an unofficial port of Smart Moving to 1.10.2 and 1.12.2. I don't have much experience with modding and the Smart Moving source is both complicated and undocumented.
There are a bunch of bugs. I am not yet sure how to fix them.
As some of you have mentioned, Smart Moving does indeed mostly replace some base Minecraft classes associated with the Player. This replacement is actually done by Player API for server-side, and Render Player API for client-side. These two "API" mods appear to be huge messes. I'm not sure whether or not the source for these mods are actually generated by some program Divisor has created. (These 5000+ line classes seem oddly templated).
Regardless, I cannot work with the source of these mods; therefore, I am going to try to rewrite them from scratch using a programming concept known as a Mixin. Although Java is not a language that naively supports mixins, the people over at Sponge Powered (it appears to have been mainly Mumfrey) have remarkably implemented Mixins in Java for Minecraft (Github link). In short, Mixins allow mods to dynamically overwrite and modifying the bytecode of existing classes during runtime (or more specifically, class-load time) in a structured and well-defined manner that will (hopefully) preserve compatibility between multiple mods modifying the same class. This is simultaneously an amazing asset and a horrible, borderline insane hack of the Java language. But hey, this is what Minecraft Modding has forced us to do ¯\_(ツ)_/¯.
As a reminder, all of this is being done unofficially. I am making no promises as to the completion or maintenance of any rewritten versions of Divisor's mods.
Wheeeeeeee! Won't this be fun?
Thank you for your efforts.
I gotta say, you are jumping in at the deep end. Smart Moving has got to be one of the more technically difficult, for its size, mods out there.
As long as you manage to make the mod run again. Plus, if an author abandons the mod, people should be able to continue. What you do. And they should even be able to "officially" do so.
Remember Dimensional Doors? Steven left. Now we are working on it (I am just a very small part of the team) and are basically reinventing it too.
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?
Lmao, forums doesn't like me swearing.
I can understand them ^ ^
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?
Thank you for your work, Tommsy64, and good luck with this mess!
Progress Update
After a good 50 or so hours I'm seeing the first signs of progress! There is still a long ways to go, however.
The source is available on github. Currently the rewrite is named "Smart Moving Reloaded." Any thoughts on calling it "Smarter Moving"?